canvas2gl 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +376 -0
- package/README_zh.md +375 -0
- package/dist/gradient.d.ts +21 -0
- package/dist/gradient.js +137 -0
- package/dist/index.d.ts +64 -0
- package/dist/index.js +409 -0
- package/dist/renderer.d.ts +55 -0
- package/dist/renderer.js +871 -0
- package/dist/shapes.d.ts +9 -0
- package/dist/shapes.js +165 -0
- package/dist/types.d.ts +23 -0
- package/dist/types.js +1 -0
- package/package.json +32 -0
package/dist/renderer.js
ADDED
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@@ -0,0 +1,871 @@
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const VERT_SRC = `
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attribute vec2 a_position;
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uniform vec2 u_resolution;
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uniform mat3 u_transform;
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void main() {
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vec3 transformed = u_transform * vec3(a_position, 1.0);
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vec2 clipspace = (transformed.xy / u_resolution) * 2.0 - 1.0;
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gl_Position = vec4(clipspace * vec2(1.0, -1.0), 0.0, 1.0);
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}
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`;
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const FRAG_SRC = `
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precision mediump float;
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uniform vec4 u_color;
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void main() {
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gl_FragColor = u_color;
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}
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`;
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const TEX_VERT_SRC = `
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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uniform vec2 u_resolution;
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uniform mat3 u_transform;
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varying vec2 v_texCoord;
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void main() {
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vec3 transformed = u_transform * vec3(a_position, 1.0);
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vec2 clipspace = (transformed.xy / u_resolution) * 2.0 - 1.0;
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gl_Position = vec4(clipspace * vec2(1.0, -1.0), 0.0, 1.0);
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v_texCoord = a_texCoord;
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}
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`;
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const TEX_FRAG_SRC = `
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D u_texture;
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uniform float u_alpha;
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void main() {
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vec4 color = texture2D(u_texture, v_texCoord);
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color.a *= u_alpha;
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gl_FragColor = color;
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}
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`;
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const MUL_VERT_SRC = `
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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uniform vec2 u_resolution;
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uniform mat3 u_transform;
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varying vec2 v_texCoord;
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void main() {
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vec3 transformed = u_transform * vec3(a_position, 1.0);
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vec2 clipspace = (transformed.xy / u_resolution) * 2.0 - 1.0;
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gl_Position = vec4(clipspace * vec2(1.0, -1.0), 0.0, 1.0);
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v_texCoord = a_texCoord;
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}
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`;
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const MUL_FRAG_SRC = `
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D u_srcTexture;
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uniform sampler2D u_dstTexture;
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void main() {
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vec4 src = texture2D(u_srcTexture, v_texCoord);
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vec4 dst = texture2D(u_dstTexture, v_texCoord);
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// Canvas2D multiply:
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// - Where src is opaque: result = src.rgb * dst.rgb
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// - Where src is transparent: result = dst.rgb (unchanged)
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// - Where src is semi-transparent: linear interpolation
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vec3 multiplyColor = src.rgb * dst.rgb;
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vec3 resultColor = mix(dst.rgb, multiplyColor, src.a);
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// Alpha compositing (source-over)
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float resultAlpha = src.a + dst.a - src.a * dst.a;
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gl_FragColor = vec4(resultColor, resultAlpha);
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}
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`;
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const GRAD_VERT_SRC = `
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attribute vec2 a_position;
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uniform vec2 u_resolution;
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uniform mat3 u_transform;
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uniform vec2 u_gradP0;
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uniform vec2 u_gradP1;
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varying float v_t;
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void main() {
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vec3 transformed = u_transform * vec3(a_position, 1.0);
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vec2 clipspace = (transformed.xy / u_resolution) * 2.0 - 1.0;
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gl_Position = vec4(clipspace * vec2(1.0, -1.0), 0.0, 1.0);
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vec2 dir = u_gradP1 - u_gradP0;
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float len2 = dot(dir, dir);
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if (len2 < 0.0001) {
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v_t = 0.0;
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} else {
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v_t = dot(transformed.xy - u_gradP0, dir) / len2;
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}
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}
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`;
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const GRAD_FRAG_SRC = `
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precision mediump float;
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varying float v_t;
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uniform sampler2D u_gradTex;
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uniform float u_alpha;
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void main() {
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vec4 color = texture2D(u_gradTex, vec2(clamp(v_t, 0.0, 1.0), 0.5));
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color.a *= u_alpha;
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gl_FragColor = color;
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}
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`;
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const FULLSCREEN_QUAD = new Float32Array([
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0, 0, 0, 1,
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1, 0, 1, 1,
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0, 1, 0, 0,
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1, 0, 1, 1,
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1, 1, 1, 0,
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0, 1, 0, 0,
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]);
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const SIMPLE_OPS = new Set(['source-over', 'lighter', 'copy']);
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const FBO_OPS = {
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'source-in': ['ZERO', 'SRC_ALPHA'],
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'source-out': ['ZERO', 'ONE_MINUS_SRC_ALPHA'],
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'source-atop': ['ONE_MINUS_DST_ALPHA', 'SRC_ALPHA'],
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'destination-in': ['DST_ALPHA', 'ZERO'],
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'destination-out': ['ONE_MINUS_DST_ALPHA', 'ZERO'],
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'destination-atop': ['DST_ALPHA', 'ONE_MINUS_SRC_ALPHA'],
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'xor': ['ONE_MINUS_DST_ALPHA', 'ONE_MINUS_SRC_ALPHA'],
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};
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const SHADER_OPS = new Set(['multiply']);
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const IDENTITY_MATRIX = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]);
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export class WebGLRenderer {
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gl;
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canvas;
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program;
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buffer;
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aPosition;
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uResolution;
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uColor;
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uTransform;
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texProgram;
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texBuffer;
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aTexCoords;
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uTexResolution;
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uTexture;
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uTexAlpha;
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uTexTransform;
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screenTex = null;
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srcTex = null;
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screenW = 0;
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screenH = 0;
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mulProgram;
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aMulPosition;
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aMulTexCoords;
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uMulResolution;
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uSrcTexture;
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uDstTexture;
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uMulTransform;
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gradProgram;
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aGradPosition;
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uGradResolution;
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uGradTransform;
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uGradP0;
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uGradP1;
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uGradTex;
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uGradAlpha;
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constructor(canvas) {
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this.canvas = canvas;
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const gl = canvas.getContext('webgl', { alpha: true, antialias: true, premultipliedAlpha: false });
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if (!gl)
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throw new Error('WebGL not supported');
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this.gl = gl;
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this.program = this.createProgram(VERT_SRC, FRAG_SRC);
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this.texProgram = this.createProgram(TEX_VERT_SRC, TEX_FRAG_SRC);
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this.mulProgram = this.createProgram(MUL_VERT_SRC, MUL_FRAG_SRC);
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this.gradProgram = this.createProgram(GRAD_VERT_SRC, GRAD_FRAG_SRC);
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gl.useProgram(this.program);
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this.aPosition = gl.getAttribLocation(this.program, 'a_position');
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this.uResolution = gl.getUniformLocation(this.program, 'u_resolution');
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this.uColor = gl.getUniformLocation(this.program, 'u_color');
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this.uTransform = gl.getUniformLocation(this.program, 'u_transform');
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gl.useProgram(this.texProgram);
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this.aTexCoords = gl.getAttribLocation(this.texProgram, 'a_texCoord');
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this.uTexResolution = gl.getUniformLocation(this.texProgram, 'u_resolution');
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this.uTexture = gl.getUniformLocation(this.texProgram, 'u_texture');
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this.uTexAlpha = gl.getUniformLocation(this.texProgram, 'u_alpha');
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this.uTexTransform = gl.getUniformLocation(this.texProgram, 'u_transform');
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gl.useProgram(this.mulProgram);
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this.aMulPosition = gl.getAttribLocation(this.mulProgram, 'a_position');
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this.aMulTexCoords = gl.getAttribLocation(this.mulProgram, 'a_texCoord');
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this.uMulResolution = gl.getUniformLocation(this.mulProgram, 'u_resolution');
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this.uSrcTexture = gl.getUniformLocation(this.mulProgram, 'u_srcTexture');
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this.uDstTexture = gl.getUniformLocation(this.mulProgram, 'u_dstTexture');
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this.uMulTransform = gl.getUniformLocation(this.mulProgram, 'u_transform');
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gl.useProgram(this.gradProgram);
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this.aGradPosition = gl.getAttribLocation(this.gradProgram, 'a_position');
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this.uGradResolution = gl.getUniformLocation(this.gradProgram, 'u_resolution');
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this.uGradTransform = gl.getUniformLocation(this.gradProgram, 'u_transform');
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this.uGradP0 = gl.getUniformLocation(this.gradProgram, 'u_gradP0');
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this.uGradP1 = gl.getUniformLocation(this.gradProgram, 'u_gradP1');
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this.uGradTex = gl.getUniformLocation(this.gradProgram, 'u_gradTex');
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this.uGradAlpha = gl.getUniformLocation(this.gradProgram, 'u_alpha');
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gl.useProgram(this.program);
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this.buffer = gl.createBuffer();
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this.texBuffer = gl.createBuffer();
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this.resize();
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}
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resize() {
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const { gl, canvas } = this;
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const displayW = canvas.clientWidth;
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const displayH = canvas.clientHeight;
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if (canvas.width !== displayW || canvas.height !== displayH) {
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canvas.width = displayW;
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canvas.height = displayH;
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}
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gl.viewport(0, 0, canvas.width, canvas.height);
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this.screenW = canvas.width;
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this.screenH = canvas.height;
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if (!this.screenTex) {
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this.screenTex = gl.createTexture();
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}
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gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.screenW, this.screenH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.useProgram(this.program);
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gl.uniform2f(this.uResolution, canvas.width, canvas.height);
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gl.useProgram(this.texProgram);
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gl.uniform2f(this.uTexResolution, canvas.width, canvas.height);
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gl.useProgram(this.mulProgram);
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gl.uniform2f(this.uMulResolution, canvas.width, canvas.height);
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gl.useProgram(this.program);
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if (!this.srcTex) {
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this.srcTex = gl.createTexture();
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}
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gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.screenW, this.screenH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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clear() {
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const { gl } = this;
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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readPixels(x, y, w, h) {
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const { gl, canvas } = this;
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const glY = canvas.height - y - h;
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const pixels = new Uint8Array(w * h * 4);
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gl.readPixels(x, glY, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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const rowSize = w * 4;
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const flipped = new Uint8Array(pixels.length);
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for (let row = 0; row < h; row++) {
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const srcRow = (h - 1 - row) * rowSize;
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const dstRow = row * rowSize;
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flipped.set(pixels.subarray(srcRow, srcRow + rowSize), dstRow);
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}
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return flipped;
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}
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captureScreen() {
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const { gl, screenTex, screenW, screenH } = this;
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gl.bindTexture(gl.TEXTURE_2D, screenTex);
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gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, screenW, screenH, 0);
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}
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drawScreenTexture(srcFactor, dstFactor) {
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const { gl } = this;
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gl.useProgram(this.texProgram);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
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gl.uniform1i(this.uTexture, 0);
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gl.uniform1f(this.uTexAlpha, 1);
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gl.uniform2f(this.uTexResolution, this.screenW, this.screenH);
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gl.enable(gl.BLEND);
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gl.blendFunc(srcFactor, dstFactor);
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const verts = new Float32Array([
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0, 0, 0, 1,
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this.screenW, 0, 1, 1,
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|
278
|
+
0, this.screenH, 0, 0,
|
|
279
|
+
this.screenW, 0, 1, 1,
|
|
280
|
+
this.screenW, this.screenH, 1, 0,
|
|
281
|
+
0, this.screenH, 0, 0,
|
|
282
|
+
]);
|
|
283
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
284
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
285
|
+
gl.enableVertexAttribArray(0);
|
|
286
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
287
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
288
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
289
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
290
|
+
}
|
|
291
|
+
drawCompositeShader() {
|
|
292
|
+
const { gl } = this;
|
|
293
|
+
gl.useProgram(this.mulProgram);
|
|
294
|
+
gl.disable(gl.BLEND);
|
|
295
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
296
|
+
gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
|
|
297
|
+
gl.uniform1i(this.uSrcTexture, 0);
|
|
298
|
+
gl.activeTexture(gl.TEXTURE1);
|
|
299
|
+
gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
|
|
300
|
+
gl.uniform1i(this.uDstTexture, 1);
|
|
301
|
+
gl.uniform2f(this.uMulResolution, this.screenW, this.screenH);
|
|
302
|
+
gl.uniformMatrix3fv(this.uMulTransform, false, IDENTITY_MATRIX);
|
|
303
|
+
const verts = new Float32Array([
|
|
304
|
+
0, 0, 0, 1,
|
|
305
|
+
this.screenW, 0, 1, 1,
|
|
306
|
+
0, this.screenH, 0, 0,
|
|
307
|
+
this.screenW, 0, 1, 1,
|
|
308
|
+
this.screenW, this.screenH, 1, 0,
|
|
309
|
+
0, this.screenH, 0, 0,
|
|
310
|
+
]);
|
|
311
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
312
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
313
|
+
gl.enableVertexAttribArray(this.aMulPosition);
|
|
314
|
+
gl.vertexAttribPointer(this.aMulPosition, 2, gl.FLOAT, false, 16, 0);
|
|
315
|
+
gl.enableVertexAttribArray(this.aMulTexCoords);
|
|
316
|
+
gl.vertexAttribPointer(this.aMulTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
317
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
318
|
+
}
|
|
319
|
+
_drawShaderComposite(vertices, color, transform) {
|
|
320
|
+
const { gl } = this;
|
|
321
|
+
this.captureScreen();
|
|
322
|
+
gl.clearColor(0, 0, 0, 0);
|
|
323
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
324
|
+
gl.useProgram(this.program);
|
|
325
|
+
gl.uniformMatrix3fv(this.uTransform, false, transform);
|
|
326
|
+
gl.disable(gl.BLEND);
|
|
327
|
+
gl.disableVertexAttribArray(this.aTexCoords);
|
|
328
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
329
|
+
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
|
|
330
|
+
gl.enableVertexAttribArray(this.aPosition);
|
|
331
|
+
gl.vertexAttribPointer(this.aPosition, 2, gl.FLOAT, false, 0, 0);
|
|
332
|
+
gl.uniform4fv(this.uColor, color);
|
|
333
|
+
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
|
|
334
|
+
gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
|
|
335
|
+
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, this.screenW, this.screenH, 0);
|
|
336
|
+
gl.clearColor(0, 0, 0, 0);
|
|
337
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
338
|
+
this.drawCompositeShader();
|
|
339
|
+
gl.useProgram(this.program);
|
|
340
|
+
}
|
|
341
|
+
_drawTextureShaderComposite(texture, sx, sy, sw, sh, dx, dy, dw, dh, texW, texH, alpha, transform) {
|
|
342
|
+
const { gl } = this;
|
|
343
|
+
this.captureScreen();
|
|
344
|
+
gl.clearColor(0, 0, 0, 0);
|
|
345
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
346
|
+
gl.useProgram(this.texProgram);
|
|
347
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, transform);
|
|
348
|
+
gl.disable(gl.BLEND);
|
|
349
|
+
const u0 = sx / texW;
|
|
350
|
+
const v0 = sy / texH;
|
|
351
|
+
const u1 = (sx + sw) / texW;
|
|
352
|
+
const v1 = (sy + sh) / texH;
|
|
353
|
+
const verts = new Float32Array([
|
|
354
|
+
dx, dy, u0, v0,
|
|
355
|
+
dx + dw, dy, u1, v0,
|
|
356
|
+
dx, dy + dh, u0, v1,
|
|
357
|
+
dx + dw, dy, u1, v0,
|
|
358
|
+
dx + dw, dy + dh, u1, v1,
|
|
359
|
+
dx, dy + dh, u0, v1,
|
|
360
|
+
]);
|
|
361
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
362
|
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
363
|
+
gl.uniform1i(this.uTexture, 0);
|
|
364
|
+
gl.uniform1f(this.uTexAlpha, alpha);
|
|
365
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
366
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
367
|
+
gl.enableVertexAttribArray(0);
|
|
368
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
369
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
370
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
371
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
372
|
+
gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
|
|
373
|
+
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, this.screenW, this.screenH, 0);
|
|
374
|
+
gl.clearColor(0, 0, 0, 0);
|
|
375
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
376
|
+
this.drawCompositeShader();
|
|
377
|
+
gl.useProgram(this.program);
|
|
378
|
+
}
|
|
379
|
+
draw(vertices, color, compositeOp, transform) {
|
|
380
|
+
const { gl } = this;
|
|
381
|
+
if (SHADER_OPS.has(compositeOp)) {
|
|
382
|
+
this._drawShaderComposite(vertices, color, transform);
|
|
383
|
+
return;
|
|
384
|
+
}
|
|
385
|
+
if (SIMPLE_OPS.has(compositeOp)) {
|
|
386
|
+
gl.useProgram(this.program);
|
|
387
|
+
gl.uniformMatrix3fv(this.uTransform, false, transform);
|
|
388
|
+
gl.disableVertexAttribArray(this.aTexCoords);
|
|
389
|
+
gl.enable(gl.BLEND);
|
|
390
|
+
const m = gl;
|
|
391
|
+
const blendMap = {
|
|
392
|
+
'source-over': [m.SRC_ALPHA, m.ONE_MINUS_SRC_ALPHA],
|
|
393
|
+
'lighter': [m.ONE, m.ONE],
|
|
394
|
+
'copy': [m.ONE, m.ZERO],
|
|
395
|
+
};
|
|
396
|
+
const [src, dst] = blendMap[compositeOp] ?? blendMap['source-over'];
|
|
397
|
+
gl.blendFunc(src, dst);
|
|
398
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
399
|
+
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
|
|
400
|
+
gl.enableVertexAttribArray(this.aPosition);
|
|
401
|
+
gl.vertexAttribPointer(this.aPosition, 2, gl.FLOAT, false, 0, 0);
|
|
402
|
+
gl.uniform4fv(this.uColor, color);
|
|
403
|
+
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
|
|
404
|
+
}
|
|
405
|
+
else if (compositeOp === 'destination-over') {
|
|
406
|
+
this.captureScreen();
|
|
407
|
+
gl.clearColor(0, 0, 0, 0);
|
|
408
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
409
|
+
gl.useProgram(this.texProgram);
|
|
410
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, IDENTITY_MATRIX);
|
|
411
|
+
gl.disable(gl.BLEND);
|
|
412
|
+
gl.disableVertexAttribArray(this.aTexCoords);
|
|
413
|
+
const verts = new Float32Array([
|
|
414
|
+
0, 0, 0, 1,
|
|
415
|
+
this.screenW, 0, 1, 1,
|
|
416
|
+
0, this.screenH, 0, 0,
|
|
417
|
+
this.screenW, 0, 1, 1,
|
|
418
|
+
this.screenW, this.screenH, 1, 0,
|
|
419
|
+
0, this.screenH, 0, 0,
|
|
420
|
+
]);
|
|
421
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
422
|
+
gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
|
|
423
|
+
gl.uniform1i(this.uTexture, 0);
|
|
424
|
+
gl.uniform1f(this.uTexAlpha, 1);
|
|
425
|
+
gl.uniform2f(this.uTexResolution, this.screenW, this.screenH);
|
|
426
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
427
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
428
|
+
gl.enableVertexAttribArray(0);
|
|
429
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
430
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
431
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
432
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
433
|
+
gl.useProgram(this.program);
|
|
434
|
+
gl.uniformMatrix3fv(this.uTransform, false, transform);
|
|
435
|
+
gl.enable(gl.BLEND);
|
|
436
|
+
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
437
|
+
gl.disableVertexAttribArray(this.aTexCoords);
|
|
438
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
439
|
+
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
|
|
440
|
+
gl.enableVertexAttribArray(this.aPosition);
|
|
441
|
+
gl.vertexAttribPointer(this.aPosition, 2, gl.FLOAT, false, 0, 0);
|
|
442
|
+
gl.uniform4fv(this.uColor, color);
|
|
443
|
+
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
|
|
444
|
+
}
|
|
445
|
+
else {
|
|
446
|
+
this.captureScreen();
|
|
447
|
+
gl.clearColor(0, 0, 0, 0);
|
|
448
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
449
|
+
gl.useProgram(this.program);
|
|
450
|
+
gl.uniformMatrix3fv(this.uTransform, false, transform);
|
|
451
|
+
gl.disableVertexAttribArray(this.aTexCoords);
|
|
452
|
+
gl.disable(gl.BLEND);
|
|
453
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
454
|
+
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
|
|
455
|
+
gl.enableVertexAttribArray(this.aPosition);
|
|
456
|
+
gl.vertexAttribPointer(this.aPosition, 2, gl.FLOAT, false, 0, 0);
|
|
457
|
+
gl.uniform4fv(this.uColor, color);
|
|
458
|
+
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
|
|
459
|
+
gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
|
|
460
|
+
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, this.screenW, this.screenH, 0);
|
|
461
|
+
gl.clearColor(0, 0, 0, 0);
|
|
462
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
463
|
+
gl.useProgram(this.texProgram);
|
|
464
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, IDENTITY_MATRIX);
|
|
465
|
+
gl.disable(gl.BLEND);
|
|
466
|
+
const srcVerts = new Float32Array([
|
|
467
|
+
0, 0, 0, 1,
|
|
468
|
+
this.screenW, 0, 1, 1,
|
|
469
|
+
0, this.screenH, 0, 0,
|
|
470
|
+
this.screenW, 0, 1, 1,
|
|
471
|
+
this.screenW, this.screenH, 1, 0,
|
|
472
|
+
0, this.screenH, 0, 0,
|
|
473
|
+
]);
|
|
474
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
475
|
+
gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
|
|
476
|
+
gl.uniform1i(this.uTexture, 0);
|
|
477
|
+
gl.uniform1f(this.uTexAlpha, 1);
|
|
478
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
479
|
+
gl.bufferData(gl.ARRAY_BUFFER, srcVerts, gl.DYNAMIC_DRAW);
|
|
480
|
+
gl.enableVertexAttribArray(0);
|
|
481
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
482
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
483
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
484
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
485
|
+
const [srcName, dstName] = FBO_OPS[compositeOp] ?? ['ONE', 'ZERO'];
|
|
486
|
+
const m = gl;
|
|
487
|
+
const factorMap = {
|
|
488
|
+
'ZERO': m.ZERO,
|
|
489
|
+
'ONE': m.ONE,
|
|
490
|
+
'SRC_ALPHA': m.SRC_ALPHA,
|
|
491
|
+
'ONE_MINUS_SRC_ALPHA': m.ONE_MINUS_SRC_ALPHA,
|
|
492
|
+
'DST_ALPHA': m.DST_ALPHA,
|
|
493
|
+
'ONE_MINUS_DST_ALPHA': m.ONE_MINUS_DST_ALPHA,
|
|
494
|
+
};
|
|
495
|
+
const srcFactor = factorMap[srcName];
|
|
496
|
+
const dstFactor = factorMap[dstName];
|
|
497
|
+
gl.enable(gl.BLEND);
|
|
498
|
+
gl.blendFunc(srcFactor, dstFactor);
|
|
499
|
+
const dstVerts = new Float32Array([
|
|
500
|
+
0, 0, 0, 1,
|
|
501
|
+
this.screenW, 0, 1, 1,
|
|
502
|
+
0, this.screenH, 0, 0,
|
|
503
|
+
this.screenW, 0, 1, 1,
|
|
504
|
+
this.screenW, this.screenH, 1, 0,
|
|
505
|
+
0, this.screenH, 0, 0,
|
|
506
|
+
]);
|
|
507
|
+
gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
|
|
508
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
509
|
+
gl.bufferData(gl.ARRAY_BUFFER, dstVerts, gl.DYNAMIC_DRAW);
|
|
510
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
511
|
+
gl.useProgram(this.program);
|
|
512
|
+
}
|
|
513
|
+
}
|
|
514
|
+
drawGradient(vertices, gradient, compositeOp, transform) {
|
|
515
|
+
const { gl } = this;
|
|
516
|
+
if (SHADER_OPS.has(compositeOp)) {
|
|
517
|
+
this.drawGradientFBO(vertices, gradient, compositeOp, transform);
|
|
518
|
+
return;
|
|
519
|
+
}
|
|
520
|
+
if (SIMPLE_OPS.has(compositeOp)) {
|
|
521
|
+
gl.useProgram(this.gradProgram);
|
|
522
|
+
gl.uniform2f(this.uGradResolution, this.screenW, this.screenH);
|
|
523
|
+
gl.uniformMatrix3fv(this.uGradTransform, false, transform);
|
|
524
|
+
gl.enable(gl.BLEND);
|
|
525
|
+
const m = gl;
|
|
526
|
+
const blendMap = {
|
|
527
|
+
'source-over': [m.SRC_ALPHA, m.ONE_MINUS_SRC_ALPHA],
|
|
528
|
+
'lighter': [m.ONE, m.ONE],
|
|
529
|
+
'copy': [m.ONE, m.ZERO],
|
|
530
|
+
};
|
|
531
|
+
const [src, dst] = blendMap[compositeOp] ?? blendMap['source-over'];
|
|
532
|
+
gl.blendFunc(src, dst);
|
|
533
|
+
const params = gradient.getParams();
|
|
534
|
+
gl.uniform2f(this.uGradP0, params.x0, params.y0);
|
|
535
|
+
gl.uniform2f(this.uGradP1, params.x1, params.y1);
|
|
536
|
+
gl.uniform1f(this.uGradAlpha, 1);
|
|
537
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
538
|
+
gl.bindTexture(gl.TEXTURE_2D, gradient.getTexture(gl));
|
|
539
|
+
gl.uniform1i(this.uGradTex, 0);
|
|
540
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
541
|
+
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
|
|
542
|
+
gl.enableVertexAttribArray(this.aGradPosition);
|
|
543
|
+
gl.vertexAttribPointer(this.aGradPosition, 2, gl.FLOAT, false, 0, 0);
|
|
544
|
+
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
|
|
545
|
+
}
|
|
546
|
+
else {
|
|
547
|
+
this.drawGradientFBO(vertices, gradient, compositeOp, transform);
|
|
548
|
+
}
|
|
549
|
+
}
|
|
550
|
+
drawGradientFBO(vertices, gradient, compositeOp, transform) {
|
|
551
|
+
const { gl } = this;
|
|
552
|
+
if (compositeOp === 'destination-over') {
|
|
553
|
+
this.captureScreen();
|
|
554
|
+
gl.clearColor(0, 0, 0, 0);
|
|
555
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
556
|
+
gl.useProgram(this.texProgram);
|
|
557
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, IDENTITY_MATRIX);
|
|
558
|
+
gl.disable(gl.BLEND);
|
|
559
|
+
gl.disableVertexAttribArray(this.aTexCoords);
|
|
560
|
+
const verts = new Float32Array([
|
|
561
|
+
0, 0, 0, 1,
|
|
562
|
+
this.screenW, 0, 1, 1,
|
|
563
|
+
0, this.screenH, 0, 0,
|
|
564
|
+
this.screenW, 0, 1, 1,
|
|
565
|
+
this.screenW, this.screenH, 1, 0,
|
|
566
|
+
0, this.screenH, 0, 0,
|
|
567
|
+
]);
|
|
568
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
569
|
+
gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
|
|
570
|
+
gl.uniform1i(this.uTexture, 0);
|
|
571
|
+
gl.uniform1f(this.uTexAlpha, 1);
|
|
572
|
+
gl.uniform2f(this.uTexResolution, this.screenW, this.screenH);
|
|
573
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
574
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
575
|
+
gl.enableVertexAttribArray(0);
|
|
576
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
577
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
578
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
579
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
580
|
+
gl.disableVertexAttribArray(0);
|
|
581
|
+
gl.disableVertexAttribArray(this.aTexCoords);
|
|
582
|
+
gl.useProgram(this.gradProgram);
|
|
583
|
+
gl.uniform2f(this.uGradResolution, this.screenW, this.screenH);
|
|
584
|
+
gl.uniformMatrix3fv(this.uGradTransform, false, transform);
|
|
585
|
+
gl.enable(gl.BLEND);
|
|
586
|
+
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
587
|
+
const params = gradient.getParams();
|
|
588
|
+
gl.uniform2f(this.uGradP0, params.x0, params.y0);
|
|
589
|
+
gl.uniform2f(this.uGradP1, params.x1, params.y1);
|
|
590
|
+
gl.uniform1f(this.uGradAlpha, 1);
|
|
591
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
592
|
+
gl.bindTexture(gl.TEXTURE_2D, gradient.getTexture(gl));
|
|
593
|
+
gl.uniform1i(this.uGradTex, 0);
|
|
594
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
595
|
+
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
|
|
596
|
+
gl.enableVertexAttribArray(this.aGradPosition);
|
|
597
|
+
gl.vertexAttribPointer(this.aGradPosition, 2, gl.FLOAT, false, 0, 0);
|
|
598
|
+
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
|
|
599
|
+
}
|
|
600
|
+
else {
|
|
601
|
+
this.captureScreen();
|
|
602
|
+
gl.clearColor(0, 0, 0, 0);
|
|
603
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
604
|
+
gl.useProgram(this.gradProgram);
|
|
605
|
+
gl.uniform2f(this.uGradResolution, this.screenW, this.screenH);
|
|
606
|
+
gl.uniformMatrix3fv(this.uGradTransform, false, transform);
|
|
607
|
+
gl.disable(gl.BLEND);
|
|
608
|
+
const params = gradient.getParams();
|
|
609
|
+
gl.uniform2f(this.uGradP0, params.x0, params.y0);
|
|
610
|
+
gl.uniform2f(this.uGradP1, params.x1, params.y1);
|
|
611
|
+
gl.uniform1f(this.uGradAlpha, 1);
|
|
612
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
613
|
+
gl.bindTexture(gl.TEXTURE_2D, gradient.getTexture(gl));
|
|
614
|
+
gl.uniform1i(this.uGradTex, 0);
|
|
615
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
|
616
|
+
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
|
|
617
|
+
gl.enableVertexAttribArray(this.aGradPosition);
|
|
618
|
+
gl.vertexAttribPointer(this.aGradPosition, 2, gl.FLOAT, false, 0, 0);
|
|
619
|
+
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
|
|
620
|
+
gl.disableVertexAttribArray(this.aGradPosition);
|
|
621
|
+
gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
|
|
622
|
+
gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, this.screenW, this.screenH, 0);
|
|
623
|
+
gl.clearColor(0, 0, 0, 0);
|
|
624
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
625
|
+
gl.useProgram(this.texProgram);
|
|
626
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, IDENTITY_MATRIX);
|
|
627
|
+
gl.disable(gl.BLEND);
|
|
628
|
+
const srcVerts = new Float32Array([
|
|
629
|
+
0, 0, 0, 1,
|
|
630
|
+
this.screenW, 0, 1, 1,
|
|
631
|
+
0, this.screenH, 0, 0,
|
|
632
|
+
this.screenW, 0, 1, 1,
|
|
633
|
+
this.screenW, this.screenH, 1, 0,
|
|
634
|
+
0, this.screenH, 0, 0,
|
|
635
|
+
]);
|
|
636
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
637
|
+
gl.bindTexture(gl.TEXTURE_2D, this.srcTex);
|
|
638
|
+
gl.uniform1i(this.uTexture, 0);
|
|
639
|
+
gl.uniform1f(this.uTexAlpha, 1);
|
|
640
|
+
gl.uniform2f(this.uTexResolution, this.screenW, this.screenH);
|
|
641
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
642
|
+
gl.bufferData(gl.ARRAY_BUFFER, srcVerts, gl.DYNAMIC_DRAW);
|
|
643
|
+
gl.enableVertexAttribArray(0);
|
|
644
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
645
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
646
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
647
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
648
|
+
const [srcName, dstName] = FBO_OPS[compositeOp] ?? ['ONE', 'ZERO'];
|
|
649
|
+
const m = gl;
|
|
650
|
+
const factorMap = {
|
|
651
|
+
'ZERO': m.ZERO,
|
|
652
|
+
'ONE': m.ONE,
|
|
653
|
+
'SRC_ALPHA': m.SRC_ALPHA,
|
|
654
|
+
'ONE_MINUS_SRC_ALPHA': m.ONE_MINUS_SRC_ALPHA,
|
|
655
|
+
'DST_ALPHA': m.DST_ALPHA,
|
|
656
|
+
'ONE_MINUS_DST_ALPHA': m.ONE_MINUS_DST_ALPHA,
|
|
657
|
+
};
|
|
658
|
+
const srcFactor = factorMap[srcName];
|
|
659
|
+
const dstFactor = factorMap[dstName];
|
|
660
|
+
gl.enable(gl.BLEND);
|
|
661
|
+
gl.blendFunc(srcFactor, dstFactor);
|
|
662
|
+
const dstVerts = new Float32Array([
|
|
663
|
+
0, 0, 0, 1,
|
|
664
|
+
this.screenW, 0, 1, 1,
|
|
665
|
+
0, this.screenH, 0, 0,
|
|
666
|
+
this.screenW, 0, 1, 1,
|
|
667
|
+
this.screenW, this.screenH, 1, 0,
|
|
668
|
+
0, this.screenH, 0, 0,
|
|
669
|
+
]);
|
|
670
|
+
gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
|
|
671
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
672
|
+
gl.bufferData(gl.ARRAY_BUFFER, dstVerts, gl.DYNAMIC_DRAW);
|
|
673
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
674
|
+
gl.useProgram(this.gradProgram);
|
|
675
|
+
}
|
|
676
|
+
}
|
|
677
|
+
createTexture(source) {
|
|
678
|
+
const { gl } = this;
|
|
679
|
+
const tex = gl.createTexture();
|
|
680
|
+
gl.bindTexture(gl.TEXTURE_2D, tex);
|
|
681
|
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
|
|
682
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
683
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
684
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
685
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
686
|
+
return tex;
|
|
687
|
+
}
|
|
688
|
+
updateTexture(tex, source) {
|
|
689
|
+
const { gl } = this;
|
|
690
|
+
gl.bindTexture(gl.TEXTURE_2D, tex);
|
|
691
|
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
|
|
692
|
+
}
|
|
693
|
+
drawTexture(texture, sx, sy, sw, sh, dx, dy, dw, dh, texW, texH, alpha, compositeOp, transform) {
|
|
694
|
+
const { gl } = this;
|
|
695
|
+
if (SHADER_OPS.has(compositeOp)) {
|
|
696
|
+
this._drawTextureShaderComposite(texture, sx, sy, sw, sh, dx, dy, dw, dh, texW, texH, alpha, transform);
|
|
697
|
+
return;
|
|
698
|
+
}
|
|
699
|
+
if (SIMPLE_OPS.has(compositeOp)) {
|
|
700
|
+
gl.useProgram(this.texProgram);
|
|
701
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, transform);
|
|
702
|
+
gl.enable(gl.BLEND);
|
|
703
|
+
const m = gl;
|
|
704
|
+
const blendMap = {
|
|
705
|
+
'source-over': [m.SRC_ALPHA, m.ONE_MINUS_SRC_ALPHA],
|
|
706
|
+
'lighter': [m.ONE, m.ONE],
|
|
707
|
+
'copy': [m.ONE, m.ZERO],
|
|
708
|
+
};
|
|
709
|
+
const [src, dst] = blendMap[compositeOp] ?? blendMap['source-over'];
|
|
710
|
+
gl.blendFunc(src, dst);
|
|
711
|
+
const u0 = sx / texW;
|
|
712
|
+
const v0 = sy / texH;
|
|
713
|
+
const u1 = (sx + sw) / texW;
|
|
714
|
+
const v1 = (sy + sh) / texH;
|
|
715
|
+
const verts = new Float32Array([
|
|
716
|
+
dx, dy, u0, v0,
|
|
717
|
+
dx + dw, dy, u1, v0,
|
|
718
|
+
dx, dy + dh, u0, v1,
|
|
719
|
+
dx + dw, dy, u1, v0,
|
|
720
|
+
dx + dw, dy + dh, u1, v1,
|
|
721
|
+
dx, dy + dh, u0, v1,
|
|
722
|
+
]);
|
|
723
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
724
|
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
725
|
+
gl.uniform1i(this.uTexture, 0);
|
|
726
|
+
gl.uniform1f(this.uTexAlpha, alpha);
|
|
727
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
728
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
729
|
+
gl.enableVertexAttribArray(0);
|
|
730
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
731
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
732
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
733
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
734
|
+
gl.useProgram(this.program);
|
|
735
|
+
}
|
|
736
|
+
else if (compositeOp === 'destination-over') {
|
|
737
|
+
this.captureScreen();
|
|
738
|
+
gl.clearColor(0, 0, 0, 0);
|
|
739
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
740
|
+
gl.useProgram(this.texProgram);
|
|
741
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, IDENTITY_MATRIX);
|
|
742
|
+
gl.disable(gl.BLEND);
|
|
743
|
+
const screenVerts = new Float32Array([
|
|
744
|
+
0, 0, 0, 1,
|
|
745
|
+
this.screenW, 0, 1, 1,
|
|
746
|
+
0, this.screenH, 0, 0,
|
|
747
|
+
this.screenW, 0, 1, 1,
|
|
748
|
+
this.screenW, this.screenH, 1, 0,
|
|
749
|
+
0, this.screenH, 0, 0,
|
|
750
|
+
]);
|
|
751
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
752
|
+
gl.bindTexture(gl.TEXTURE_2D, this.screenTex);
|
|
753
|
+
gl.uniform1i(this.uTexture, 0);
|
|
754
|
+
gl.uniform1f(this.uTexAlpha, 1);
|
|
755
|
+
gl.uniform2f(this.uTexResolution, this.screenW, this.screenH);
|
|
756
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
757
|
+
gl.bufferData(gl.ARRAY_BUFFER, screenVerts, gl.DYNAMIC_DRAW);
|
|
758
|
+
gl.enableVertexAttribArray(0);
|
|
759
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
760
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
761
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
762
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
763
|
+
gl.useProgram(this.texProgram);
|
|
764
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, transform);
|
|
765
|
+
gl.enable(gl.BLEND);
|
|
766
|
+
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
767
|
+
const u0 = sx / texW;
|
|
768
|
+
const v0 = sy / texH;
|
|
769
|
+
const u1 = (sx + sw) / texW;
|
|
770
|
+
const v1 = (sy + sh) / texH;
|
|
771
|
+
const verts = new Float32Array([
|
|
772
|
+
dx, dy, u0, v0,
|
|
773
|
+
dx + dw, dy, u1, v0,
|
|
774
|
+
dx, dy + dh, u0, v1,
|
|
775
|
+
dx + dw, dy, u1, v0,
|
|
776
|
+
dx + dw, dy + dh, u1, v1,
|
|
777
|
+
dx, dy + dh, u0, v1,
|
|
778
|
+
]);
|
|
779
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
780
|
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
781
|
+
gl.uniform1i(this.uTexture, 0);
|
|
782
|
+
gl.uniform1f(this.uTexAlpha, alpha);
|
|
783
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
784
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
785
|
+
gl.enableVertexAttribArray(0);
|
|
786
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
787
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
788
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
789
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
790
|
+
gl.useProgram(this.program);
|
|
791
|
+
}
|
|
792
|
+
else {
|
|
793
|
+
this.captureScreen();
|
|
794
|
+
gl.clearColor(0, 0, 0, 0);
|
|
795
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
796
|
+
gl.useProgram(this.texProgram);
|
|
797
|
+
gl.uniformMatrix3fv(this.uTexTransform, false, transform);
|
|
798
|
+
gl.disable(gl.BLEND);
|
|
799
|
+
const u0 = sx / texW;
|
|
800
|
+
const v0 = sy / texH;
|
|
801
|
+
const u1 = (sx + sw) / texW;
|
|
802
|
+
const v1 = (sy + sh) / texH;
|
|
803
|
+
const verts = new Float32Array([
|
|
804
|
+
dx, dy, u0, v0,
|
|
805
|
+
dx + dw, dy, u1, v0,
|
|
806
|
+
dx, dy + dh, u0, v1,
|
|
807
|
+
dx + dw, dy, u1, v0,
|
|
808
|
+
dx + dw, dy + dh, u1, v1,
|
|
809
|
+
dx, dy + dh, u0, v1,
|
|
810
|
+
]);
|
|
811
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
812
|
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
813
|
+
gl.uniform1i(this.uTexture, 0);
|
|
814
|
+
gl.uniform1f(this.uTexAlpha, alpha);
|
|
815
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.texBuffer);
|
|
816
|
+
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.DYNAMIC_DRAW);
|
|
817
|
+
gl.enableVertexAttribArray(0);
|
|
818
|
+
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 16, 0);
|
|
819
|
+
gl.enableVertexAttribArray(this.aTexCoords);
|
|
820
|
+
gl.vertexAttribPointer(this.aTexCoords, 2, gl.FLOAT, false, 16, 8);
|
|
821
|
+
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
822
|
+
const [srcName, dstName] = FBO_OPS[compositeOp] ?? ['ONE', 'ZERO'];
|
|
823
|
+
const m = gl;
|
|
824
|
+
const factorMap = {
|
|
825
|
+
'ZERO': m.ZERO,
|
|
826
|
+
'ONE': m.ONE,
|
|
827
|
+
'SRC_ALPHA': m.SRC_ALPHA,
|
|
828
|
+
'ONE_MINUS_SRC_ALPHA': m.ONE_MINUS_SRC_ALPHA,
|
|
829
|
+
'DST_ALPHA': m.DST_ALPHA,
|
|
830
|
+
'ONE_MINUS_DST_ALPHA': m.ONE_MINUS_DST_ALPHA,
|
|
831
|
+
};
|
|
832
|
+
const srcFactor = factorMap[srcName];
|
|
833
|
+
const dstFactor = factorMap[dstName];
|
|
834
|
+
this.drawScreenTexture(srcFactor, dstFactor);
|
|
835
|
+
gl.useProgram(this.program);
|
|
836
|
+
}
|
|
837
|
+
}
|
|
838
|
+
clearRect(x, y, w, h) {
|
|
839
|
+
const { gl, canvas } = this;
|
|
840
|
+
gl.enable(gl.SCISSOR_TEST);
|
|
841
|
+
gl.scissor(x, canvas.height - y - h, w, h);
|
|
842
|
+
gl.clearColor(0, 0, 0, 0);
|
|
843
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
844
|
+
gl.disable(gl.SCISSOR_TEST);
|
|
845
|
+
}
|
|
846
|
+
createProgram(vsSource, fsSource) {
|
|
847
|
+
const { gl } = this;
|
|
848
|
+
const vs = this.compileShader(gl.VERTEX_SHADER, vsSource);
|
|
849
|
+
const fs = this.compileShader(gl.FRAGMENT_SHADER, fsSource);
|
|
850
|
+
const program = gl.createProgram();
|
|
851
|
+
gl.attachShader(program, vs);
|
|
852
|
+
gl.attachShader(program, fs);
|
|
853
|
+
gl.linkProgram(program);
|
|
854
|
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
855
|
+
throw new Error(gl.getProgramInfoLog(program) ?? 'Program link failed');
|
|
856
|
+
}
|
|
857
|
+
return program;
|
|
858
|
+
}
|
|
859
|
+
compileShader(type, source) {
|
|
860
|
+
const { gl } = this;
|
|
861
|
+
const shader = gl.createShader(type);
|
|
862
|
+
gl.shaderSource(shader, source);
|
|
863
|
+
gl.compileShader(shader);
|
|
864
|
+
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
865
|
+
const msg = gl.getShaderInfoLog(shader) ?? 'Shader compile failed';
|
|
866
|
+
gl.deleteShader(shader);
|
|
867
|
+
throw new Error(msg);
|
|
868
|
+
}
|
|
869
|
+
return shader;
|
|
870
|
+
}
|
|
871
|
+
}
|