Generic build of PDF.js library.
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/**
* @licstart The following is the entire license notice for the
* Javascript code in this page
*
* Copyright 2019 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.
*
* @licend The above is the entire license notice for the
* Javascript code in this page
*/
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.WebGLContext = void 0;
var _util = require("../shared/util");
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }
var WebGLContext =
/*#__PURE__*/
function () {
function WebGLContext(_ref) {
var _ref$enable = _ref.enable,
enable = _ref$enable === void 0 ? false : _ref$enable;
_classCallCheck(this, WebGLContext);
this._enabled = enable === true;
}
_createClass(WebGLContext, [{
key: "composeSMask",
value: function composeSMask(_ref2) {
var layer = _ref2.layer,
mask = _ref2.mask,
properties = _ref2.properties;
return WebGLUtils.composeSMask(layer, mask, properties);
}
}, {
key: "drawFigures",
value: function drawFigures(_ref3) {
var width = _ref3.width,
height = _ref3.height,
backgroundColor = _ref3.backgroundColor,
figures = _ref3.figures,
context = _ref3.context;
return WebGLUtils.drawFigures(width, height, backgroundColor, figures, context);
}
}, {
key: "clear",
value: function clear() {
WebGLUtils.cleanup();
}
}, {
key: "isEnabled",
get: function get() {
var enabled = this._enabled;
if (enabled) {
enabled = WebGLUtils.tryInitGL();
}
return (0, _util.shadow)(this, 'isEnabled', enabled);
}
}]);
return WebGLContext;
}();
exports.WebGLContext = WebGLContext;
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);
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);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
var currentGL, currentCanvas;
function generateGL() {
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;
generateGL();
canvas = currentCanvas;
currentCanvas = null;
gl = currentGL;
currentGL = null;
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');
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);
var texture = createTexture(gl, layer, gl.TEXTURE0);
var maskTexture = createTexture(gl, mask, gl.TEXTURE1);
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);
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;
generateGL();
canvas = currentCanvas;
currentCanvas = null;
gl = currentGL;
currentGL = null;
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);
var count = 0;
var i, ii, rows;
for (i = 0, ii = figures.length; i < ii; i++) {
switch (figures[i].type) {
case 'lattice':
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;
}
}
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 (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;
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[j]];
colors[cIndex + 1] = colorsMap[cs[j] + 1];
colors[cIndex + 2] = colorsMap[cs[j] + 2];
pIndex += 2;
cIndex += 3;
}
break;
}
}
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;
}
return {
tryInitGL: function tryInitGL() {
try {
generateGL();
return !!currentGL;
} catch (ex) {}
return false;
},
composeSMask: composeSMask,
drawFigures: drawFigures,
cleanup: function cleanup() {
if (smaskCache && smaskCache.canvas) {
smaskCache.canvas.width = 0;
smaskCache.canvas.height = 0;
}
if (figuresCache && figuresCache.canvas) {
figuresCache.canvas.width = 0;
figuresCache.canvas.height = 0;
}
smaskCache = null;
figuresCache = null;
}
};
}();