/* -*- Mode: Java; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set shiftwidth=2 tabstop=2 autoindent cindent expandtab: */ /* Copyright 2014 Mozilla Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* globals PDFJS, shadow */ /* jshint -W043 */ 'use strict'; var WebGLUtils = (function WebGLUtilsClosure() { function loadShader(gl, code, shaderType) { var shader = gl.createShader(shaderType); gl.shaderSource(shader, code); gl.compileShader(shader); var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (!compiled) { var errorMsg = gl.getShaderInfoLog(shader); throw new Error('Error during shader compilation: ' + errorMsg); } return shader; } function createVertexShader(gl, code) { return loadShader(gl, code, gl.VERTEX_SHADER); } function createFragmentShader(gl, code) { return loadShader(gl, code, gl.FRAGMENT_SHADER); } function createProgram(gl, shaders) { var program = gl.createProgram(); for (var i = 0, ii = shaders.length; i < ii; ++i) { gl.attachShader(program, shaders[i]); } gl.linkProgram(program); var linked = gl.getProgramParameter(program, gl.LINK_STATUS); if (!linked) { var errorMsg = gl.getProgramInfoLog(program); throw new Error('Error during program linking: ' + errorMsg); } return program; } function createTexture(gl, image, textureId) { gl.activeTexture(textureId); var texture = gl.createTexture(); 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.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); // Upload the image into the texture. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); return texture; } var currentGL, currentCanvas; function generageGL() { if (currentGL) { return; } currentCanvas = document.createElement('canvas'); currentGL = currentCanvas.getContext('webgl', { premultipliedalpha: false }); } var smaskVertexShaderCode = '\ attribute vec2 a_position; \ attribute vec2 a_texCoord; \ \ uniform vec2 u_resolution; \ \ varying vec2 v_texCoord; \ \ void main() { \ vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0; \ gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \ \ v_texCoord = a_texCoord; \ } '; var smaskFragmentShaderCode = '\ precision mediump float; \ \ uniform vec4 u_backdrop; \ uniform int u_subtype; \ uniform sampler2D u_image; \ uniform sampler2D u_mask; \ \ varying vec2 v_texCoord; \ \ void main() { \ vec4 imageColor = texture2D(u_image, v_texCoord); \ vec4 maskColor = texture2D(u_mask, v_texCoord); \ if (u_backdrop.a > 0.0) { \ maskColor.rgb = maskColor.rgb * maskColor.a + \ u_backdrop.rgb * (1.0 - maskColor.a); \ } \ float lum; \ if (u_subtype == 0) { \ lum = maskColor.a; \ } else { \ lum = maskColor.r * 0.3 + maskColor.g * 0.59 + \ maskColor.b * 0.11; \ } \ imageColor.a *= lum; \ imageColor.rgb *= imageColor.a; \ gl_FragColor = imageColor; \ } '; var smaskCache = null; function initSmaskGL() { var canvas, gl; generageGL(); canvas = currentCanvas; currentCanvas = null; gl = currentGL; currentGL = null; // setup a GLSL program var vertexShader = createVertexShader(gl, smaskVertexShaderCode); var fragmentShader = createFragmentShader(gl, smaskFragmentShaderCode); var program = createProgram(gl, [vertexShader, fragmentShader]); gl.useProgram(program); var cache = {}; cache.gl = gl; cache.canvas = canvas; cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution'); cache.positionLocation = gl.getAttribLocation(program, 'a_position'); cache.backdropLocation = gl.getUniformLocation(program, 'u_backdrop'); cache.subtypeLocation = gl.getUniformLocation(program, 'u_subtype'); var texCoordLocation = gl.getAttribLocation(program, 'a_texCoord'); var texLayerLocation = gl.getUniformLocation(program, 'u_image'); var texMaskLocation = gl.getUniformLocation(program, 'u_mask'); // provide texture coordinates for the rectangle. var texCoordBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0]), gl.STATIC_DRAW); gl.enableVertexAttribArray(texCoordLocation); gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0); gl.uniform1i(texLayerLocation, 0); gl.uniform1i(texMaskLocation, 1); smaskCache = cache; } function composeSMask(layer, mask, properties) { var width = layer.width, height = layer.height; if (!smaskCache) { initSmaskGL(); } var cache = smaskCache,canvas = cache.canvas, gl = cache.gl; canvas.width = width; canvas.height = height; gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.uniform2f(cache.resolutionLocation, width, height); if (properties.backdrop) { gl.uniform4f(cache.resolutionLocation, properties.backdrop[0], properties.backdrop[1], properties.backdrop[2], 1); } else { gl.uniform4f(cache.resolutionLocation, 0, 0, 0, 0); } gl.uniform1i(cache.subtypeLocation, properties.subtype === 'Luminosity' ? 1 : 0); // Create a textures var texture = createTexture(gl, layer, gl.TEXTURE0); var maskTexture = createTexture(gl, mask, gl.TEXTURE1); // Create a buffer and put a single clipspace rectangle in // it (2 triangles) var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 0, 0, width, 0, 0, height, 0, height, width, 0, width, height]), gl.STATIC_DRAW); gl.enableVertexAttribArray(cache.positionLocation); gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0); // draw gl.clearColor(0, 0, 0, 0); gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.clear(gl.COLOR_BUFFER_BIT); gl.drawArrays(gl.TRIANGLES, 0, 6); gl.flush(); gl.deleteTexture(texture); gl.deleteTexture(maskTexture); gl.deleteBuffer(buffer); return canvas; } var figuresVertexShaderCode = '\ attribute vec2 a_position; \ attribute vec3 a_color; \ \ uniform vec2 u_resolution; \ uniform vec2 u_scale; \ uniform vec2 u_offset; \ \ varying vec4 v_color; \ \ void main() { \ vec2 position = (a_position + u_offset) * u_scale; \ vec2 clipSpace = (position / u_resolution) * 2.0 - 1.0; \ gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1); \ \ v_color = vec4(a_color / 255.0, 1.0); \ } '; var figuresFragmentShaderCode = '\ precision mediump float; \ \ varying vec4 v_color; \ \ void main() { \ gl_FragColor = v_color; \ } '; var figuresCache = null; function initFiguresGL() { var canvas, gl; generageGL(); canvas = currentCanvas; currentCanvas = null; gl = currentGL; currentGL = null; // setup a GLSL program var vertexShader = createVertexShader(gl, figuresVertexShaderCode); var fragmentShader = createFragmentShader(gl, figuresFragmentShaderCode); var program = createProgram(gl, [vertexShader, fragmentShader]); gl.useProgram(program); var cache = {}; cache.gl = gl; cache.canvas = canvas; cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution'); cache.scaleLocation = gl.getUniformLocation(program, 'u_scale'); cache.offsetLocation = gl.getUniformLocation(program, 'u_offset'); cache.positionLocation = gl.getAttribLocation(program, 'a_position'); cache.colorLocation = gl.getAttribLocation(program, 'a_color'); figuresCache = cache; } function drawFigures(width, height, backgroundColor, figures, context) { if (!figuresCache) { initFiguresGL(); } var cache = figuresCache, canvas = cache.canvas, gl = cache.gl; canvas.width = width; canvas.height = height; gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.uniform2f(cache.resolutionLocation, width, height); // count triangle points var count = 0; for (var i = 0, ii = figures.length; i < ii; i++) { switch (figures[i].type) { case 'lattice': var rows = (figures[i].coords.length / figures[i].verticesPerRow) | 0; count += (rows - 1) * (figures[i].verticesPerRow - 1) * 6; break; case 'triangles': count += figures[i].coords.length; break; } } // transfer data var coords = new Float32Array(count * 2); var colors = new Uint8Array(count * 3); var coordsMap = context.coords, colorsMap = context.colors; var pIndex = 0, cIndex = 0; for (var i = 0, ii = figures.length; i < ii; i++) { var figure = figures[i], ps = figure.coords, cs = figure.colors; switch (figure.type) { case 'lattice': var cols = figure.verticesPerRow; var rows = (ps.length / cols) | 0; for (var row = 1; row < rows; row++) { var offset = row * cols + 1; for (var col = 1; col < cols; col++, offset++) { coords[pIndex] = coordsMap[ps[offset - cols - 1]]; coords[pIndex + 1] = coordsMap[ps[offset - cols - 1] + 1]; coords[pIndex + 2] = coordsMap[ps[offset - cols]]; coords[pIndex + 3] = coordsMap[ps[offset - cols] + 1]; coords[pIndex + 4] = coordsMap[ps[offset - 1]]; coords[pIndex + 5] = coordsMap[ps[offset - 1] + 1]; colors[cIndex] = colorsMap[cs[offset - cols - 1]]; colors[cIndex + 1] = colorsMap[cs[offset - cols - 1] + 1]; colors[cIndex + 2] = colorsMap[cs[offset - cols - 1] + 2]; colors[cIndex + 3] = colorsMap[cs[offset - cols]]; colors[cIndex + 4] = colorsMap[cs[offset - cols] + 1]; colors[cIndex + 5] = colorsMap[cs[offset - cols] + 2]; colors[cIndex + 6] = colorsMap[cs[offset - 1]]; colors[cIndex + 7] = colorsMap[cs[offset - 1] + 1]; colors[cIndex + 8] = colorsMap[cs[offset - 1] + 2]; coords[pIndex + 6] = coords[pIndex + 2]; coords[pIndex + 7] = coords[pIndex + 3]; coords[pIndex + 8] = coords[pIndex + 4]; coords[pIndex + 9] = coords[pIndex + 5]; coords[pIndex + 10] = coordsMap[ps[offset]]; coords[pIndex + 11] = coordsMap[ps[offset] + 1]; colors[cIndex + 9] = colors[cIndex + 3]; colors[cIndex + 10] = colors[cIndex + 4]; colors[cIndex + 11] = colors[cIndex + 5]; colors[cIndex + 12] = colors[cIndex + 6]; colors[cIndex + 13] = colors[cIndex + 7]; colors[cIndex + 14] = colors[cIndex + 8]; colors[cIndex + 15] = colorsMap[cs[offset]]; colors[cIndex + 16] = colorsMap[cs[offset] + 1]; colors[cIndex + 17] = colorsMap[cs[offset] + 2]; pIndex += 12; cIndex += 18; } } break; case 'triangles': for (var j = 0, jj = ps.length; j < jj; j++) { coords[pIndex] = coordsMap[ps[j]]; coords[pIndex + 1] = coordsMap[ps[j] + 1]; colors[cIndex] = colorsMap[cs[i]]; colors[cIndex + 1] = colorsMap[cs[j] + 1]; colors[cIndex + 2] = colorsMap[cs[j] + 2]; pIndex += 2; cIndex += 3; } break; } } // draw if (backgroundColor) { gl.clearColor(backgroundColor[0] / 255, backgroundColor[1] / 255, backgroundColor[2] / 255, 1.0); } else { gl.clearColor(0, 0, 0, 0); } gl.clear(gl.COLOR_BUFFER_BIT); var coordsBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, coordsBuffer); gl.bufferData(gl.ARRAY_BUFFER, coords, gl.STATIC_DRAW); gl.enableVertexAttribArray(cache.positionLocation); gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0); var colorsBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer); gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); gl.enableVertexAttribArray(cache.colorLocation); gl.vertexAttribPointer(cache.colorLocation, 3, gl.UNSIGNED_BYTE, false, 0, 0); gl.uniform2f(cache.scaleLocation, context.scaleX, context.scaleY); gl.uniform2f(cache.offsetLocation, context.offsetX, context.offsetY); gl.drawArrays(gl.TRIANGLES, 0, count); gl.flush(); gl.deleteBuffer(coordsBuffer); gl.deleteBuffer(colorsBuffer); return canvas; } function cleanup() { smaskCache = null; figuresCache = null; } return { get isEnabled() { if (PDFJS.disableWebGL) { return false; } var enabled = false; try { generageGL(); enabled = !!currentGL; } catch (e) { } return shadow(this, 'isEnabled', enabled); }, composeSMask: composeSMask, drawFigures: drawFigures, clear: cleanup }; })();