mirror of
https://github.com/openseadragon/openseadragon.git
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1238 lines
52 KiB
JavaScript
1238 lines
52 KiB
JavaScript
// THIS CODE OVERWRITES THE ORIGINAL VERSION FOR FASTER TESTING
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// i.e. it doesn't need to be re-built with grunt after every save.
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/*
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* OpenSeadragon - WebGLDrawer
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*
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* Copyright (C) 2009 CodePlex Foundation
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* Copyright (C) 2010-2023 OpenSeadragon contributors
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* - Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* - Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* - Neither the name of CodePlex Foundation nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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(function( $ ){
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// internal class Mat3: implements matrix operations
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// Modified from https://webglfundamentals.org/webgl/lessons/webgl-2d-matrices.html
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class Mat3{
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constructor(values){
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if(!values) {
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values = [
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0, 0, 0,
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0, 0, 0,
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0, 0, 0
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];
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}
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this.values = values;
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}
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static makeIdentity(){
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return new Mat3([
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1, 0, 0,
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0, 1, 0,
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0, 0, 1
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]);
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}
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static makeTranslation(tx, ty) {
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return new Mat3([
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1, 0, 0,
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0, 1, 0,
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tx, ty, 1,
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]);
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}
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static makeRotation(angleInRadians) {
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var c = Math.cos(angleInRadians);
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var s = Math.sin(angleInRadians);
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return new Mat3([
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c, -s, 0,
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s, c, 0,
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0, 0, 1,
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]);
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}
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static makeScaling(sx, sy) {
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return new Mat3([
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sx, 0, 0,
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0, sy, 0,
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0, 0, 1,
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]);
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}
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multiply(other) {
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let a = this.values;
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let b = other.values;
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var a00 = a[0 * 3 + 0];
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var a01 = a[0 * 3 + 1];
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var a02 = a[0 * 3 + 2];
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var a10 = a[1 * 3 + 0];
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var a11 = a[1 * 3 + 1];
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var a12 = a[1 * 3 + 2];
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var a20 = a[2 * 3 + 0];
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var a21 = a[2 * 3 + 1];
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var a22 = a[2 * 3 + 2];
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var b00 = b[0 * 3 + 0];
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var b01 = b[0 * 3 + 1];
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var b02 = b[0 * 3 + 2];
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var b10 = b[1 * 3 + 0];
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var b11 = b[1 * 3 + 1];
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var b12 = b[1 * 3 + 2];
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var b20 = b[2 * 3 + 0];
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var b21 = b[2 * 3 + 1];
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var b22 = b[2 * 3 + 2];
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return new Mat3([
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b00 * a00 + b01 * a10 + b02 * a20,
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b00 * a01 + b01 * a11 + b02 * a21,
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b00 * a02 + b01 * a12 + b02 * a22,
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b10 * a00 + b11 * a10 + b12 * a20,
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b10 * a01 + b11 * a11 + b12 * a21,
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b10 * a02 + b11 * a12 + b12 * a22,
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b20 * a00 + b21 * a10 + b22 * a20,
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b20 * a01 + b21 * a11 + b22 * a21,
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b20 * a02 + b21 * a12 + b22 * a22,
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]);
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}
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}
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/**
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* @class WebGLDrawer
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* @memberof OpenSeadragon
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* @classdesc Default implementation of WebGLDrawer for an {@link OpenSeadragon.Viewer}.
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* @param {Object} options - Options for this Drawer.
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* @param {OpenSeadragon.Viewer} options.viewer - The Viewer that owns this Drawer.
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* @param {OpenSeadragon.Viewport} options.viewport - Reference to Viewer viewport.
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* @param {Element} options.element - Parent element.
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* @param {Number} [options.debugGridColor] - See debugGridColor in {@link OpenSeadragon.Options} for details.
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*/
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$.WebGLDrawer = class WebGLDrawer extends OpenSeadragon.DrawerBase{
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constructor(options){
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super(options);
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this.destroyed = false;
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// private members
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this._TextureMap = new Map();
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this._TileMap = new Map();
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this._gl = null;
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this._firstPass = null;
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this._secondPass = null;
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this._glFrameBuffer = null;
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this._renderToTexture = null;
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this._glFramebufferToCanvasTransform = null;
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this._outputCanvas = null;
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this._outputContext = null;
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this._clippingCanvas = null;
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this._clippingContext = null;
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this._renderingCanvas = null;
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// Add listeners for events that require modifying the scene or camera
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this.viewer.addHandler("tile-ready", ev => this._tileReadyHandler(ev));
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this.viewer.addHandler("image-unloaded", ev => this._imageUnloadedHandler(ev));
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// this.viewer is set by parent constructor
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// this.canvas is set by parent constructor, created and appended to the viewer container element
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this._setupCanvases();
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this._setupRenderer();
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this.context = this._outputContext; // API required by tests
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}
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// Public API required by all Drawer implementations
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/**
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* Clean up the renderer, removing all resources
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*/
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destroy(){
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if(this.destroyed){
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return;
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}
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// clear all resources used by the renderer, geometries, textures etc
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let gl = this._gl;
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// adapted from https://stackoverflow.com/a/23606581/1214731
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var numTextureUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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for (let unit = 0; unit < numTextureUnits; ++unit) {
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gl.activeTexture(gl.TEXTURE0 + unit);
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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gl.bindRenderbuffer(gl.RENDERBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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let canvases = Array.from(this._TextureMap.keys());
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canvases.forEach(canvas => {
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this._cleanupImageData(canvas); // deletes texture, removes from _TextureMap
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});
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// Delete all our created resources
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gl.deleteBuffer(this._secondPass.bufferOutputPosition);
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gl.deleteFramebuffer(this._glFrameBuffer);
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// TODO: if/when render buffers or frame buffers are used, release them:
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// gl.deleteRenderbuffer(someRenderbuffer);
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// gl.deleteFramebuffer(someFramebuffer);
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// make canvases 1 x 1 px and delete references
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this._renderingCanvas.width = this._renderingCanvas.height = 1;
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this._clippingCanvas.width = this._clippingCanvas.height = 1;
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this._outputCanvas.width = this._outputCanvas.height = 1;
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this._renderingCanvas = null;
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this._clippingCanvas = this._clippingContext = null;
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this._outputCanvas = this._outputContext = null;
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let ext = gl.getExtension('WEBGL_lose_context');
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if(ext){
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ext.loseContext();
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}
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// set our webgl context reference to null to enable garbage collection
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this._gl = null;
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// set our destroyed flag to true
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this.destroyed = true;
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}
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// Public API required by all Drawer implementations
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/**
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*
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* @returns true if the drawer supports rotation
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*/
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canRotate(){
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return true;
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}
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// Public API required by all Drawer implementations
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/**
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* @returns {Boolean} returns true if canvas and webgl are supported
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*/
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static isSupported(){
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let canvasElement = document.createElement( 'canvas' );
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let webglContext = $.isFunction( canvasElement.getContext ) &&
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canvasElement.getContext( 'webgl' );
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let ext = webglContext.getExtension('WEBGL_lose_context');
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if(ext){
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ext.loseContext();
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}
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return !!( webglContext );
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}
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getType(){
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return 'webgl';
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}
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/**
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* create the HTML element (canvas in this case) that the image will be drawn into
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* @returns {Element} the canvas to draw into
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*/
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createDrawingElement(){
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let canvas = $.makeNeutralElement("canvas");
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let viewportSize = this._calculateCanvasSize();
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canvas.width = viewportSize.x;
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canvas.height = viewportSize.y;
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return canvas;
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}
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/**
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*
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* @param {Array} tiledImages Array of TiledImage objects to draw
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*/
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draw(tiledImages){
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let gl = this._gl;
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let viewport = {
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bounds: this.viewport.getBoundsNoRotate(true),
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center: this.viewport.getCenter(true),
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rotation: this.viewport.getRotation(true) * Math.PI / 180
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};
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let flipMultiplier = this.viewport.flipped ? -1 : 1;
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// calculate view matrix for viewer
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let posMatrix = Mat3.makeTranslation(-viewport.center.x, -viewport.center.y);
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let scaleMatrix = Mat3.makeScaling(2 / viewport.bounds.width * flipMultiplier, -2 / viewport.bounds.height);
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let rotMatrix = Mat3.makeRotation(-viewport.rotation);
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let viewMatrix = scaleMatrix.multiply(rotMatrix).multiply(posMatrix);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
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// clear the output canvas
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this._outputContext.clearRect(0, 0, this._outputCanvas.width, this._outputCanvas.height);
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let renderingBufferHasImageData = false;
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//iterate over tiled images and draw each one using a two-pass rendering pipeline if needed
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tiledImages.forEach( (tiledImage, tiledImageIndex) => {
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let useContext2dPipeline = ( tiledImage.compositeOperation ||
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this.viewer.compositeOperation ||
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tiledImage._clip ||
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tiledImage._croppingPolygons ||
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tiledImage.debugMode
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);
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let useTwoPassRendering = useContext2dPipeline ||(tiledImage.opacity < 1); // TODO: check hasTransparency in addition to opacity
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let tilesToDraw = tiledImage.getTilesToDraw();
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if(tilesToDraw.length === 0){
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return;
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}
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// using the context2d pipeline requires a clean rendering (back) buffer to start
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if(useContext2dPipeline){
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// if the rendering buffer has image data currently, write it to the output canvas now and clear it
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if(renderingBufferHasImageData){
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this._outputContext.drawImage(this._renderingCanvas, 0, 0);
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}
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// clear the buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
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}
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// First rendering pass: compose tiles that make up this tiledImage
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gl.useProgram(this._firstPass.shaderProgram);
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// bind to the framebuffer for render-to-texture if using two-pass rendering, otherwise back buffer (null)
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if(useTwoPassRendering){
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gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
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// clear the buffer to draw a new image
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gl.clear(gl.COLOR_BUFFER_BIT);
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} else {
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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// no need to clear, just draw on top of the existing pixels
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}
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let overallMatrix = viewMatrix;
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let imageRotation = tiledImage.getRotation(true);
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// if needed, handle the tiledImage being rotated
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if( imageRotation % 360 !== 0){
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let imageRotationMatrix = Mat3.makeRotation(-imageRotation * Math.PI / 180);
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let imageCenter = tiledImage.getBoundsNoRotate(true).getCenter();
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let t1 = Mat3.makeTranslation(imageCenter.x, imageCenter.y);
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let t2 = Mat3.makeTranslation(-imageCenter.x, -imageCenter.y);
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// update the view matrix to account for this image's rotation
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let localMatrix = t1.multiply(imageRotationMatrix).multiply(t2);
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overallMatrix = viewMatrix.multiply(localMatrix);
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}
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let maxTextures = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
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let texturePositionArray = new Float32Array(maxTextures * 12); // 6 vertices (2 triangles) x 2 coordinates per vertex
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let textureDataArray = new Array(maxTextures);
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let matrixArray = new Array(maxTextures);
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let opacityArray = new Array(maxTextures);
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// iterate over tiles and add data for each one to the buffers
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for(let tileIndex = 0; tileIndex < tilesToDraw.length; tileIndex++){
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let tile = tilesToDraw[tileIndex].tile;
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let index = tileIndex % maxTextures;
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let tileContext = tile.getCanvasContext();
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let textureInfo = tileContext ? this._TextureMap.get(tileContext.canvas) : null;
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if(textureInfo){
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this._getTileData(tile, tiledImage, textureInfo, overallMatrix, index, texturePositionArray, textureDataArray, matrixArray, opacityArray);
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} else {
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// console.log('No tile info', tile);
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}
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if( (index === maxTextures - 1) || (tileIndex === tilesToDraw.length - 1)){
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// We've filled up the buffers: time to draw this set of tiles
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// bind each tile's texture to the appropriate gl.TEXTURE#
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for(let i = 0; i <= index; i++){
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, textureDataArray[i]);
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}
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// set the buffer data for the texture coordinates to use for each tile
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
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gl.bufferData(gl.ARRAY_BUFFER, texturePositionArray, gl.DYNAMIC_DRAW);
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// set the transform matrix uniform for each tile
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matrixArray.forEach( (matrix, index) => {
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gl.uniformMatrix3fv(this._firstPass.uTransformMatrices[index], false, matrix);
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});
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// set the opacity uniform for each tile
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gl.uniform1fv(this._firstPass.uOpacities, new Float32Array(opacityArray));
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// bind vertex buffers and (re)set attributes before calling gl.drawArrays()
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferOutputPosition);
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gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
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gl.vertexAttribPointer(this._firstPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferIndex);
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gl.vertexAttribPointer(this._firstPass.aIndex, 1, gl.FLOAT, false, 0, 0);
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// Draw! 6 vertices per tile (2 triangles per rectangle)
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gl.drawArrays(gl.TRIANGLES, 0, 6 * (index + 1) );
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}
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}
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// gl.flush(); // is this necessary?
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if(useTwoPassRendering){
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// Second rendering pass: Render the tiled image from the framebuffer into the back buffer
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gl.useProgram(this._secondPass.shaderProgram);
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// set the rendering target to the back buffer (null)
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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// bind the rendered texture from the first pass to use during this second pass
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
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// set opacity to the value for the current tiledImage
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this._gl.uniform1f(this._secondPass.uOpacityMultiplier, tiledImage.opacity);
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// bind buffers and set attributes before calling gl.drawArrays
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
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gl.vertexAttribPointer(this._secondPass.aTexturePosition, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
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gl.vertexAttribPointer(this._firstPass.aOutputPosition, 2, gl.FLOAT, false, 0, 0);
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// Draw the quad (two triangles)
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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// TODO: is this the mechanism we want to use here?
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// iterate over any filters - filters can use this._renderToTexture to get rendered data if desired
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let filters = this.filters || [];
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for(let fi = 0; fi < filters.length; fi++){
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let filter = this.filters[fi];
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if(filter.apply){
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filter.apply(gl); // filter.apply should write data on top of the backbuffer (bound above)
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}
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}
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}
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renderingBufferHasImageData = true;
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// gl.flush(); //make sure drawing to the output buffer of the rendering canvas is complete. Is this necessary?
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if(useContext2dPipeline){
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// draw from the rendering canvas onto the output canvas, clipping/cropping if needed.
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this._applyContext2dPipeline(tiledImage, tilesToDraw, tiledImageIndex);
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renderingBufferHasImageData = false;
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// clear the buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.clear(gl.COLOR_BUFFER_BIT); // clear the back buffer
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}
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// Fire tiled-image-drawn event.
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// TODO: the image data may not be on the output canvas yet!!
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if( this.viewer ){
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/**
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* Raised when a tiled image is drawn to the canvas. Only valid
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* for webgl drawer.
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*
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* @event tiled-image-drawn
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* @memberof OpenSeadragon.Viewer
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* @type {object}
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* @property {OpenSeadragon.Viewer} eventSource - A reference to the Viewer which raised the event.
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* @property {OpenSeadragon.TiledImage} tiledImage - Which TiledImage is being drawn.
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* @property {Array} tiles - An array of Tile objects that were drawn.
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* @property {?Object} userData - Arbitrary subscriber-defined object.
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*/
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this.viewer.raiseEvent( 'tiled-image-drawn', {
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tiledImage: tiledImage,
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tiles: tilesToDraw.map(info => info.tile),
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});
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}
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});
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// TODO: the line below is a test!
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if(renderingBufferHasImageData){
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this._outputContext.drawImage(this._renderingCanvas, 0, 0);
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}
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|
|
|
}
|
|
|
|
// Public API required by all Drawer implementations
|
|
/**
|
|
* Set the context2d imageSmoothingEnabled parameter
|
|
* @param {Boolean} enabled
|
|
*/
|
|
setImageSmoothingEnabled(enabled){
|
|
this._clippingContext.imageSmoothingEnabled = enabled;
|
|
this._outputContext.imageSmoothingEnabled = enabled;
|
|
}
|
|
|
|
/**
|
|
* Draw a rect onto the output canvas for debugging purposes
|
|
* @param {OpenSeadragon.Rect} rect
|
|
*/
|
|
drawDebuggingRect(rect){
|
|
let context = this._outputContext;
|
|
context.save();
|
|
context.lineWidth = 2 * $.pixelDensityRatio;
|
|
context.strokeStyle = this.debugGridColor[0];
|
|
context.fillStyle = this.debugGridColor[0];
|
|
|
|
context.strokeRect(
|
|
rect.x * $.pixelDensityRatio,
|
|
rect.y * $.pixelDensityRatio,
|
|
rect.width * $.pixelDensityRatio,
|
|
rect.height * $.pixelDensityRatio
|
|
);
|
|
|
|
context.restore();
|
|
}
|
|
// private
|
|
_getTextureDataFromTile(tile){
|
|
return tile.getCanvasContext().canvas;
|
|
}
|
|
|
|
/**
|
|
* Draw data from the rendering canvas onto the output canvas, with clipping,
|
|
* cropping and/or debug info as requested.
|
|
* @private
|
|
* @param {OpenSeadragon.TiledImage} tiledImage - the tiledImage to draw
|
|
* @param {Array} tilesToDraw - array of objects containing tiles that were drawn
|
|
*/
|
|
_applyContext2dPipeline(tiledImage, tilesToDraw, tiledImageIndex){
|
|
// composite onto the output canvas, clipping if necessary
|
|
this._outputContext.save();
|
|
|
|
// set composite operation; ignore for first image drawn
|
|
this._outputContext.globalCompositeOperation = tiledImageIndex === 0 ? null : tiledImage.compositeOperation || this.viewer.compositeOperation;
|
|
if(tiledImage._croppingPolygons || tiledImage._clip){
|
|
this._renderToClippingCanvas(tiledImage);
|
|
this._outputContext.drawImage(this._clippingCanvas, 0, 0);
|
|
|
|
} else {
|
|
this._outputContext.drawImage(this._renderingCanvas, 0, 0);
|
|
}
|
|
this._outputContext.restore();
|
|
if(tiledImage.debugMode){
|
|
let colorIndex = this.viewer.world.getIndexOfItem(tiledImage) % this.debugGridColor.length;
|
|
let strokeStyle = this.debugGridColor[colorIndex];
|
|
let fillStyle = this.debugGridColor[colorIndex];
|
|
this._drawDebugInfo(tilesToDraw, tiledImage, strokeStyle, fillStyle);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// private
|
|
_getTileData(tile, tiledImage, textureInfo, viewMatrix, index, texturePositionArray, textureDataArray, matrixArray, opacityArray){
|
|
|
|
let texture = textureInfo.texture;
|
|
let textureQuad = textureInfo.position;
|
|
|
|
// set the position of this texture
|
|
texturePositionArray.set(textureQuad, index * 12);
|
|
|
|
// compute offsets that account for tile overlap; needed for calculating the transform matrix appropriately
|
|
let overlapFraction = this._calculateOverlapFraction(tile, tiledImage);
|
|
let xOffset = tile.positionedBounds.width * overlapFraction.x;
|
|
let yOffset = tile.positionedBounds.height * overlapFraction.y;
|
|
|
|
// x, y, w, h in viewport coords
|
|
let x = tile.positionedBounds.x + (tile.x === 0 ? 0 : xOffset);
|
|
let y = tile.positionedBounds.y + (tile.y === 0 ? 0 : yOffset);
|
|
let right = tile.positionedBounds.x + tile.positionedBounds.width - (tile.isRightMost ? 0 : xOffset);
|
|
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);
|
|
|
|
opacityArray[index] = tile.opacity;// * tiledImage.opacity;
|
|
textureDataArray[index] = texture;
|
|
matrixArray[index] = overallMatrix.values;
|
|
|
|
if(this.continuousTileRefresh){
|
|
// Upload the image into the texture
|
|
// TODO: test if this works appropriately
|
|
let tileContext = tile.getCanvasContext();
|
|
this._raiseTileDrawingEvent(tiledImage, this._outputContext, tile, tileContext);
|
|
this._uploadImageData(tileContext, tile, tiledImage);
|
|
}
|
|
|
|
}
|
|
|
|
_setupRenderer(){
|
|
let gl = this._gl;
|
|
if(!gl){
|
|
$.console.error('_setupCanvases must be called before _setupRenderer');
|
|
}
|
|
this._unitQuad = this._makeQuadVertexBuffer(0, 1, 0, 1); // used a few places; create once and store the result
|
|
|
|
this._makeFirstPassShaderProgram();
|
|
this._makeSecondPassShaderProgram();
|
|
|
|
// set up the texture to render to in the first pass, and which will be used for rendering the second pass
|
|
this._renderToTexture = gl.createTexture();
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this._renderingCanvas.width, this._renderingCanvas.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
|
|
// set up the framebuffer for render-to-texture
|
|
this._glFrameBuffer = gl.createFramebuffer();
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
|
|
gl.framebufferTexture2D(
|
|
gl.FRAMEBUFFER,
|
|
gl.COLOR_ATTACHMENT0, // attach texture as COLOR_ATTACHMENT0
|
|
gl.TEXTURE_2D, // attach a 2D texture
|
|
this._renderToTexture, // the texture to attach
|
|
0
|
|
);
|
|
|
|
gl.enable(gl.BLEND);
|
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
|
|
}
|
|
|
|
_makeFirstPassShaderProgram(){
|
|
let numTextures = this._glNumTextures = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
|
|
let makeMatrixUniforms = () => {
|
|
return [...Array(numTextures).keys()].map(index => `uniform mat3 u_matrix_${index};`).join('\n');
|
|
};
|
|
let makeConditionals = () => {
|
|
return [...Array(numTextures).keys()].map(index => `${index > 0 ? 'else ' : ''}if(int(a_index) == ${index}) { transform_matrix = u_matrix_${index}; }`).join('\n');
|
|
};
|
|
|
|
const vertexShaderProgram = `
|
|
attribute vec2 a_output_position;
|
|
attribute vec2 a_texture_position;
|
|
attribute float a_index;
|
|
|
|
${makeMatrixUniforms()} // create a uniform mat3 for each potential tile to draw
|
|
|
|
varying vec2 v_texture_position;
|
|
varying float v_image_index;
|
|
|
|
void main() {
|
|
|
|
mat3 transform_matrix; // value will be set by the if/elses in makeConditional()
|
|
|
|
${makeConditionals()}
|
|
|
|
gl_Position = vec4(transform_matrix * vec3(a_output_position, 1), 1);
|
|
|
|
v_texture_position = a_texture_position;
|
|
v_image_index = a_index;
|
|
}
|
|
`;
|
|
|
|
const fragmentShaderProgram = `
|
|
precision mediump float;
|
|
|
|
// our textures
|
|
uniform sampler2D u_images[${numTextures}];
|
|
// our opacities
|
|
uniform float u_opacities[${numTextures}];
|
|
|
|
// the varyings passed in from the vertex shader.
|
|
varying vec2 v_texture_position;
|
|
varying float v_image_index;
|
|
|
|
void main() {
|
|
// can't index directly with a variable, need to use a loop iterator hack
|
|
for(int i = 0; i < ${numTextures}; ++i){
|
|
if(i == int(v_image_index)){
|
|
gl_FragColor = texture2D(u_images[i], v_texture_position) * u_opacities[i];
|
|
}
|
|
}
|
|
}
|
|
`;
|
|
|
|
let gl = this._gl;
|
|
|
|
let program = this.constructor.initShaderProgram(gl, vertexShaderProgram, fragmentShaderProgram);
|
|
gl.useProgram(program);
|
|
|
|
// get locations of attributes and uniforms, and create buffers for each attribute
|
|
this._firstPass = {
|
|
shaderProgram: program,
|
|
aOutputPosition: gl.getAttribLocation(program, 'a_output_position'),
|
|
aTexturePosition: gl.getAttribLocation(program, 'a_texture_position'),
|
|
aIndex: gl.getAttribLocation(program, 'a_index'),
|
|
uTransformMatrices: [...Array(this._glNumTextures).keys()].map(i=>gl.getUniformLocation(program, `u_matrix_${i}`)),
|
|
uImages: gl.getUniformLocation(program, 'u_images'),
|
|
uOpacities: gl.getUniformLocation(program, 'u_opacities'),
|
|
bufferOutputPosition: gl.createBuffer(),
|
|
bufferTexturePosition: gl.createBuffer(),
|
|
bufferIndex: gl.createBuffer(),
|
|
};
|
|
|
|
gl.uniform1iv(this._firstPass.uImages, [...Array(numTextures).keys()]);
|
|
|
|
// provide coordinates for the rectangle in output space, i.e. a unit quad for each one.
|
|
let outputQuads = new Float32Array(numTextures * 12);
|
|
for(let i = 0; i < numTextures; ++i){
|
|
outputQuads.set(Float32Array.from(this._unitQuad), i * 12);
|
|
}
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferOutputPosition);
|
|
gl.bufferData(gl.ARRAY_BUFFER, outputQuads, gl.STATIC_DRAW); // bind data statically here, since it's unchanging
|
|
gl.enableVertexAttribArray(this._firstPass.aOutputPosition);
|
|
|
|
// provide texture coordinates for the rectangle in image (texture) space. Data will be set later.
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferTexturePosition);
|
|
gl.enableVertexAttribArray(this._firstPass.aTexturePosition);
|
|
|
|
// for each vertex, provide an index into the array of textures/matrices to use for the correct tile
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._firstPass.bufferIndex);
|
|
let indices = [...Array(this._glNumTextures).keys()].map(i => Array(6).fill(i)).flat(); // repeat each index 6 times, for the 6 vertices per tile (2 triangles)
|
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(indices), gl.STATIC_DRAW); // bind data statically here, since it's unchanging
|
|
gl.enableVertexAttribArray(this._firstPass.aIndex);
|
|
|
|
}
|
|
|
|
_makeSecondPassShaderProgram(){
|
|
const vertexShaderProgram = `
|
|
attribute vec2 a_output_position;
|
|
attribute vec2 a_texture_position;
|
|
|
|
uniform mat3 u_matrix;
|
|
|
|
varying vec2 v_texture_position;
|
|
|
|
void main() {
|
|
gl_Position = vec4(u_matrix * vec3(a_output_position, 1), 1);
|
|
|
|
v_texture_position = a_texture_position;
|
|
}
|
|
`;
|
|
|
|
const fragmentShaderProgram = `
|
|
precision mediump float;
|
|
|
|
// our texture
|
|
uniform sampler2D u_image;
|
|
|
|
// the texCoords passed in from the vertex shader.
|
|
varying vec2 v_texture_position;
|
|
|
|
// the opacity multiplier for the image
|
|
uniform float u_opacity_multiplier;
|
|
|
|
void main() {
|
|
gl_FragColor = texture2D(u_image, v_texture_position);
|
|
gl_FragColor *= u_opacity_multiplier;
|
|
}
|
|
`;
|
|
|
|
let gl = this._gl;
|
|
|
|
let program = this.constructor.initShaderProgram(gl, vertexShaderProgram, fragmentShaderProgram);
|
|
gl.useProgram(program);
|
|
|
|
// get locations of attributes and uniforms, and create buffers for each attribute
|
|
this._secondPass = {
|
|
shaderProgram: program,
|
|
aOutputPosition: gl.getAttribLocation(program, 'a_output_position'),
|
|
aTexturePosition: gl.getAttribLocation(program, 'a_texture_position'),
|
|
uMatrix: gl.getUniformLocation(program, 'u_matrix'),
|
|
uImage: gl.getUniformLocation(program, 'u_image'),
|
|
uOpacityMultiplier: gl.getUniformLocation(program, 'u_opacity_multiplier'),
|
|
bufferOutputPosition: gl.createBuffer(),
|
|
bufferTexturePosition: gl.createBuffer(),
|
|
};
|
|
|
|
|
|
// provide coordinates for the rectangle in output space, i.e. a unit quad for each one.
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferOutputPosition);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this._unitQuad, gl.STATIC_DRAW); // bind data statically here since it's unchanging
|
|
gl.enableVertexAttribArray(this._secondPass.aOutputPosition);
|
|
|
|
// provide texture coordinates for the rectangle in image (texture) space.
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._secondPass.bufferTexturePosition);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this._unitQuad, gl.DYNAMIC_DRAW); // bind data statically here since it's unchanging
|
|
gl.enableVertexAttribArray(this._secondPass.aTexturePosition);
|
|
|
|
// set the matrix that transforms the framebuffer to clip space
|
|
let matrix = Mat3.makeScaling(2, 2).multiply(Mat3.makeTranslation(-0.5, -0.5));
|
|
gl.uniformMatrix3fv(this._secondPass.uMatrix, false, matrix.values);
|
|
}
|
|
|
|
_resizeRenderer(){
|
|
let gl = this._gl;
|
|
let w = this._renderingCanvas.width;
|
|
let h = this._renderingCanvas.height;
|
|
gl.viewport(0, 0, w, h);
|
|
|
|
//release the old texture
|
|
gl.deleteTexture(this._renderToTexture);
|
|
//create a new texture and set it up
|
|
this._renderToTexture = gl.createTexture();
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, this._renderToTexture);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
|
|
//bind the frame buffer to the new texture
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this._glFrameBuffer);
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._renderToTexture, 0);
|
|
|
|
}
|
|
|
|
_setupCanvases(){
|
|
let _this = this;
|
|
|
|
this._outputCanvas = this.canvas; //output canvas
|
|
this._outputContext = this._outputCanvas.getContext('2d');
|
|
|
|
this._renderingCanvas = document.createElement('canvas');
|
|
|
|
this._clippingCanvas = document.createElement('canvas');
|
|
this._clippingContext = this._clippingCanvas.getContext('2d');
|
|
this._renderingCanvas.width = this._clippingCanvas.width = this._outputCanvas.width;
|
|
this._renderingCanvas.height = this._clippingCanvas.height = this._outputCanvas.height;
|
|
|
|
this._gl = this._renderingCanvas.getContext('webgl');
|
|
|
|
//make the additional canvas elements mirror size changes to the output canvas
|
|
this.viewer.addHandler("resize", function(){
|
|
|
|
if(_this._outputCanvas !== _this.viewer.drawer.canvas){
|
|
_this._outputCanvas.style.width = _this.viewer.drawer.canvas.clientWidth + 'px';
|
|
_this._outputCanvas.style.height = _this.viewer.drawer.canvas.clientHeight + 'px';
|
|
}
|
|
|
|
let viewportSize = _this._calculateCanvasSize();
|
|
if( _this._outputCanvas.width !== viewportSize.x ||
|
|
_this._outputCanvas.height !== viewportSize.y ) {
|
|
_this._outputCanvas.width = viewportSize.x;
|
|
_this._outputCanvas.height = viewportSize.y;
|
|
}
|
|
|
|
_this._renderingCanvas.style.width = _this._outputCanvas.clientWidth + 'px';
|
|
_this._renderingCanvas.style.height = _this._outputCanvas.clientHeight + 'px';
|
|
_this._renderingCanvas.width = _this._clippingCanvas.width = _this._outputCanvas.width;
|
|
_this._renderingCanvas.height = _this._clippingCanvas.height = _this._outputCanvas.height;
|
|
|
|
// important - update the size of the rendering viewport!
|
|
_this._resizeRenderer();
|
|
});
|
|
}
|
|
|
|
_makeQuadVertexBuffer(left, right, top, bottom){
|
|
return new Float32Array([
|
|
left, bottom,
|
|
right, bottom,
|
|
left, top,
|
|
left, top,
|
|
right, bottom,
|
|
right, top]);
|
|
}
|
|
|
|
|
|
_tileReadyHandler(event){
|
|
let tile = event.tile;
|
|
let tiledImage = event.tiledImage;
|
|
let tileContext = tile.getCanvasContext();
|
|
let canvas = tileContext.canvas;
|
|
let textureInfo = this._TextureMap.get(canvas);
|
|
|
|
// if this is a new image for us, create a texture
|
|
if(!textureInfo){
|
|
let gl = this._gl;
|
|
|
|
// create a gl Texture for this tile and bind the canvas with the image data
|
|
let texture = gl.createTexture();
|
|
let position;
|
|
let overlap = tiledImage.source.tileOverlap;
|
|
if( overlap > 0){
|
|
// calculate the normalized position of the rect to actually draw
|
|
// discarding overlap.
|
|
let overlapFraction = this._calculateOverlapFraction(tile, tiledImage);
|
|
|
|
let left = tile.x === 0 ? 0 : overlapFraction.x;
|
|
let top = tile.y === 0 ? 0 : overlapFraction.y;
|
|
let right = tile.isRightMost ? 1 : 1 - overlapFraction.x;
|
|
let bottom = tile.isBottomMost ? 1 : 1 - overlapFraction.y;
|
|
position = this._makeQuadVertexBuffer(left, right, top, bottom);
|
|
} else {
|
|
// no overlap: this texture can use the unit quad as it's position data
|
|
position = this._unitQuad;
|
|
}
|
|
|
|
let textureInfo = {
|
|
texture: texture,
|
|
position: position,
|
|
};
|
|
|
|
// add it to our _TextureMap
|
|
this._TextureMap.set(canvas, textureInfo);
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
// Set the parameters so we can render any size 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.LINEAR);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
|
|
// Upload the image into the texture.
|
|
this._uploadImageData(tileContext);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_calculateOverlapFraction(tile, tiledImage){
|
|
let overlap = tiledImage.source.tileOverlap;
|
|
let nativeWidth = tile.sourceBounds.width; // in pixels
|
|
let nativeHeight = tile.sourceBounds.height; // in pixels
|
|
let overlapWidth = (tile.x === 0 ? 0 : overlap) + (tile.isRightMost ? 0 : overlap); // in pixels
|
|
let overlapHeight = (tile.y === 0 ? 0 : overlap) + (tile.isBottomMost ? 0 : overlap); // in pixels
|
|
let widthOverlapFraction = overlap / (nativeWidth + overlapWidth); // as a fraction of image including overlap
|
|
let heightOverlapFraction = overlap / (nativeHeight + overlapHeight); // as a fraction of image including overlap
|
|
return {
|
|
x: widthOverlapFraction,
|
|
y: heightOverlapFraction
|
|
};
|
|
}
|
|
|
|
_uploadImageData(tileContext){
|
|
|
|
let gl = this._gl;
|
|
let canvas = tileContext.canvas;
|
|
|
|
try{
|
|
if(!canvas){
|
|
throw('Tile context does not have a canvas', tileContext);
|
|
}
|
|
// This depends on gl.TEXTURE_2D being bound to the texture
|
|
// associated with this canvas before calling this function
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
|
|
} catch (e){
|
|
$.console.error('Error uploading image data to WebGL', e);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
_imageUnloadedHandler(event){
|
|
let canvas = event.context2D.canvas;
|
|
this._cleanupImageData(canvas);
|
|
}
|
|
|
|
_cleanupImageData(tileCanvas){
|
|
let textureInfo = this._TextureMap.get(tileCanvas);
|
|
//remove from the map
|
|
this._TextureMap.delete(tileCanvas);
|
|
|
|
//release the texture from the GPU
|
|
if(textureInfo){
|
|
this._gl.deleteTexture(textureInfo.texture);
|
|
}
|
|
|
|
// release the position buffer from the GPU
|
|
// TODO: do this!
|
|
}
|
|
// private
|
|
// necessary for clip testing to pass (test uses spyOnce(drawer._setClip))
|
|
_setClip(rect){
|
|
this._clippingContext.beginPath();
|
|
this._clippingContext.rect(rect.x, rect.y, rect.width, rect.height);
|
|
this._clippingContext.clip();
|
|
}
|
|
_renderToClippingCanvas(item){
|
|
let _this = this;
|
|
|
|
this._clippingContext.clearRect(0, 0, this._clippingCanvas.width, this._clippingCanvas.height);
|
|
this._clippingContext.save();
|
|
|
|
if(item._clip){
|
|
var box = item.imageToViewportRectangle(item._clip, true);
|
|
var rect = this.viewportToDrawerRectangle(box);
|
|
this._setClip(rect);
|
|
}
|
|
if(item._croppingPolygons){
|
|
let polygons = item._croppingPolygons.map(function (polygon) {
|
|
return polygon.map(function (coord) {
|
|
let point = item.imageToViewportCoordinates(coord.x, coord.y, true)
|
|
.rotate(_this.viewer.viewport.getRotation(true), _this.viewer.viewport.getCenter(true));
|
|
let clipPoint = _this._viewportCoordToDrawerCoord(point);
|
|
return clipPoint;
|
|
});
|
|
});
|
|
this._clippingContext.beginPath();
|
|
polygons.forEach(function (polygon) {
|
|
polygon.forEach(function (coord, i) {
|
|
_this._clippingContext[i === 0 ? 'moveTo' : 'lineTo'](coord.x, coord.y);
|
|
});
|
|
});
|
|
this._clippingContext.clip();
|
|
}
|
|
|
|
this._clippingContext.drawImage(this._renderingCanvas, 0, 0);
|
|
|
|
this._clippingContext.restore();
|
|
}
|
|
|
|
// private
|
|
_offsetForRotation(options) {
|
|
var point = options.point ?
|
|
options.point.times($.pixelDensityRatio) :
|
|
new $.Point(this._outputCanvas.width / 2, this._outputCanvas.height / 2);
|
|
|
|
var context = this._outputContext;
|
|
context.save();
|
|
|
|
context.translate(point.x, point.y);
|
|
if(this.viewport.flipped){
|
|
context.rotate(Math.PI / 180 * -options.degrees);
|
|
context.scale(-1, 1);
|
|
} else{
|
|
context.rotate(Math.PI / 180 * options.degrees);
|
|
}
|
|
context.translate(-point.x, -point.y);
|
|
}
|
|
|
|
|
|
/**
|
|
* @private
|
|
* @inner
|
|
* This function converts the given point from to the drawer coordinate by
|
|
* multiplying it with the pixel density.
|
|
* This function does not take rotation into account, thus assuming provided
|
|
* point is at 0 degree.
|
|
* @param {OpenSeadragon.Point} point - the pixel point to convert
|
|
* @returns {OpenSeadragon.Point} Point in drawer coordinate system.
|
|
*/
|
|
_viewportCoordToDrawerCoord(point) {
|
|
var vpPoint = this.viewport.pixelFromPointNoRotate(point, true);
|
|
return new $.Point(
|
|
vpPoint.x * $.pixelDensityRatio,
|
|
vpPoint.y * $.pixelDensityRatio
|
|
);
|
|
}
|
|
|
|
// private
|
|
_drawDebugInfo( tilesToDraw, tiledImage, stroke, fill ) {
|
|
|
|
for ( var i = tilesToDraw.length - 1; i >= 0; i-- ) {
|
|
var tile = tilesToDraw[ i ].tile;
|
|
try {
|
|
this._drawDebugInfoOnTile(tile, tilesToDraw.length, i, tiledImage, stroke, fill);
|
|
} catch(e) {
|
|
$.console.error(e);
|
|
}
|
|
}
|
|
}
|
|
// private
|
|
_drawDebugInfoOnTile(tile, count, i, tiledImage, stroke, fill) {
|
|
|
|
var context = this._outputContext;
|
|
context.save();
|
|
context.lineWidth = 2 * $.pixelDensityRatio;
|
|
context.font = 'small-caps bold ' + (13 * $.pixelDensityRatio) + 'px arial';
|
|
context.strokeStyle = stroke;
|
|
context.fillStyle = fill;
|
|
|
|
if (this.viewport.getRotation(true) % 360 !== 0 ) {
|
|
this._offsetForRotation({degrees: this.viewport.getRotation(true)});
|
|
}
|
|
if (tiledImage.getRotation(true) % 360 !== 0) {
|
|
this._offsetForRotation({
|
|
degrees: tiledImage.getRotation(true),
|
|
point: tiledImage.viewport.pixelFromPointNoRotate(
|
|
tiledImage._getRotationPoint(true), true)
|
|
});
|
|
}
|
|
if (tiledImage.viewport.getRotation(true) % 360 === 0 &&
|
|
tiledImage.getRotation(true) % 360 === 0) {
|
|
if(tiledImage._drawer.viewer.viewport.getFlip()) {
|
|
tiledImage._drawer._flip();
|
|
}
|
|
}
|
|
|
|
context.strokeRect(
|
|
tile.position.x * $.pixelDensityRatio,
|
|
tile.position.y * $.pixelDensityRatio,
|
|
tile.size.x * $.pixelDensityRatio,
|
|
tile.size.y * $.pixelDensityRatio
|
|
);
|
|
|
|
var tileCenterX = (tile.position.x + (tile.size.x / 2)) * $.pixelDensityRatio;
|
|
var tileCenterY = (tile.position.y + (tile.size.y / 2)) * $.pixelDensityRatio;
|
|
|
|
// Rotate the text the right way around.
|
|
context.translate( tileCenterX, tileCenterY );
|
|
context.rotate( Math.PI / 180 * -this.viewport.getRotation(true) );
|
|
context.translate( -tileCenterX, -tileCenterY );
|
|
|
|
if( tile.x === 0 && tile.y === 0 ){
|
|
context.fillText(
|
|
"Zoom: " + this.viewport.getZoom(),
|
|
tile.position.x * $.pixelDensityRatio,
|
|
(tile.position.y - 30) * $.pixelDensityRatio
|
|
);
|
|
context.fillText(
|
|
"Pan: " + this.viewport.getBounds().toString(),
|
|
tile.position.x * $.pixelDensityRatio,
|
|
(tile.position.y - 20) * $.pixelDensityRatio
|
|
);
|
|
}
|
|
context.fillText(
|
|
"Level: " + tile.level,
|
|
(tile.position.x + 10) * $.pixelDensityRatio,
|
|
(tile.position.y + 20) * $.pixelDensityRatio
|
|
);
|
|
context.fillText(
|
|
"Column: " + tile.x,
|
|
(tile.position.x + 10) * $.pixelDensityRatio,
|
|
(tile.position.y + 30) * $.pixelDensityRatio
|
|
);
|
|
context.fillText(
|
|
"Row: " + tile.y,
|
|
(tile.position.x + 10) * $.pixelDensityRatio,
|
|
(tile.position.y + 40) * $.pixelDensityRatio
|
|
);
|
|
context.fillText(
|
|
"Order: " + i + " of " + count,
|
|
(tile.position.x + 10) * $.pixelDensityRatio,
|
|
(tile.position.y + 50) * $.pixelDensityRatio
|
|
);
|
|
context.fillText(
|
|
"Size: " + tile.size.toString(),
|
|
(tile.position.x + 10) * $.pixelDensityRatio,
|
|
(tile.position.y + 60) * $.pixelDensityRatio
|
|
);
|
|
context.fillText(
|
|
"Position: " + tile.position.toString(),
|
|
(tile.position.x + 10) * $.pixelDensityRatio,
|
|
(tile.position.y + 70) * $.pixelDensityRatio
|
|
);
|
|
|
|
if (this.viewport.getRotation(true) % 360 !== 0 ) {
|
|
this._restoreRotationChanges();
|
|
}
|
|
if (tiledImage.getRotation(true) % 360 !== 0) {
|
|
this._restoreRotationChanges();
|
|
}
|
|
|
|
if (tiledImage.viewport.getRotation(true) % 360 === 0 &&
|
|
tiledImage.getRotation(true) % 360 === 0) {
|
|
if(tiledImage._drawer.viewer.viewport.getFlip()) {
|
|
tiledImage._drawer._flip();
|
|
}
|
|
}
|
|
|
|
context.restore();
|
|
}
|
|
|
|
// private
|
|
_restoreRotationChanges() {
|
|
var context = this._outputContext;
|
|
context.restore();
|
|
}
|
|
|
|
// modified from https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
|
|
static initShaderProgram(gl, vsSource, fsSource) {
|
|
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
|
|
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
|
|
|
|
// Create the shader program
|
|
|
|
const shaderProgram = gl.createProgram();
|
|
gl.attachShader(shaderProgram, vertexShader);
|
|
gl.attachShader(shaderProgram, fragmentShader);
|
|
gl.linkProgram(shaderProgram);
|
|
|
|
// If creating the shader program failed, alert
|
|
|
|
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
|
|
alert(
|
|
`Unable to initialize the shader program: ${gl.getProgramInfoLog(
|
|
shaderProgram
|
|
)}`
|
|
);
|
|
return null;
|
|
}
|
|
|
|
return shaderProgram;
|
|
|
|
function loadShader(gl, type, source) {
|
|
const shader = gl.createShader(type);
|
|
|
|
// Send the source to the shader object
|
|
|
|
gl.shaderSource(shader, source);
|
|
|
|
// Compile the shader program
|
|
|
|
gl.compileShader(shader);
|
|
|
|
// See if it compiled successfully
|
|
|
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
alert(
|
|
`An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}`
|
|
);
|
|
gl.deleteShader(shader);
|
|
return null;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
}( OpenSeadragon ));
|