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canvas.js
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canvas.js
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"use strict";
import webglDebug from "./lib/webgl-debug.js";
export function Canvas(canvas) {
this.ctx = canvas.getContext("2d");
if (this.ctx === null) throw new Error("Unable to get a 2D context");
this.ctx.fillStyle = "black";
this.ctx.fillRect(0, 0, 1024, 625);
this.backBuffer = window.document.createElement("canvas");
this.backBuffer.width = 1024;
this.backBuffer.height = 625;
this.backCtx = this.backBuffer.getContext("2d");
this.imageData = this.backCtx.createImageData(this.backBuffer.width, this.backBuffer.height);
this.canvasWidth = canvas.width;
this.canvasHeight = canvas.height;
this.fb32 = new Uint32Array(this.imageData.data.buffer);
}
Canvas.prototype.paint = function (minx, miny, maxx, maxy) {
const width = maxx - minx;
const height = maxy - miny;
this.backCtx.putImageData(this.imageData, 0, 0, minx, miny, width, height);
this.ctx.drawImage(this.backBuffer, minx, miny, width, height, 0, 0, this.canvasWidth, this.canvasHeight);
};
export function GlCanvas(canvas) {
// failIfMajorPerformanceCaveat prevents the use of CPU based WebGL
// rendering, which is much worse than simply using a 2D canvas for
// rendering.
const glAttrs = {
alpha: false,
antialias: false,
depth: false,
preserveDrawingBuffer: false,
stencil: false,
failIfMajorPerformanceCaveat: true,
};
const gl = canvas.getContext("webgl", glAttrs) || canvas.getContext("experimental-webgl", glAttrs);
this.gl = gl;
if (!gl) {
throw new Error("Unable to create a GL context");
}
const checkedGl = webglDebug.makeDebugContext(gl, function (err, funcName) {
throw new Error("Problem creating GL context: " + webglDebug.glEnumToString(err) + " in " + funcName);
});
checkedGl.depthMask(false);
function compileShader(type, src) {
const shader = checkedGl.createShader(type);
checkedGl.shaderSource(shader, src.join("\n"));
checkedGl.compileShader(shader);
return shader;
}
const vertexShader = compileShader(checkedGl.VERTEX_SHADER, [
"attribute vec2 pos;",
"attribute vec2 uvIn;",
"varying vec2 uv;",
"void main() {",
" uv = uvIn;",
" gl_Position = vec4(2.0 * pos - 1.0, 0.0, 1.0);",
"}",
]);
const fragmentShader = compileShader(checkedGl.FRAGMENT_SHADER, [
"precision mediump float;",
"uniform sampler2D tex;",
"varying vec2 uv;",
"void main() {",
" gl_FragColor = texture2D(tex, uv).rgba;",
"}",
]);
const program = checkedGl.createProgram();
checkedGl.attachShader(program, fragmentShader);
checkedGl.attachShader(program, vertexShader);
checkedGl.linkProgram(program);
checkedGl.useProgram(program);
const width = 1024;
const height = 1024;
this.fb8 = new Uint8Array(width * height * 4);
this.fb32 = new Uint32Array(this.fb8.buffer);
this.texture = checkedGl.createTexture();
checkedGl.bindTexture(checkedGl.TEXTURE_2D, this.texture);
checkedGl.pixelStorei(checkedGl.UNPACK_ALIGNMENT, 4);
checkedGl.texParameteri(checkedGl.TEXTURE_2D, checkedGl.TEXTURE_WRAP_S, checkedGl.CLAMP_TO_EDGE);
checkedGl.texParameteri(checkedGl.TEXTURE_2D, checkedGl.TEXTURE_WRAP_T, checkedGl.CLAMP_TO_EDGE);
checkedGl.texParameteri(checkedGl.TEXTURE_2D, checkedGl.TEXTURE_MAG_FILTER, checkedGl.LINEAR);
checkedGl.texParameteri(checkedGl.TEXTURE_2D, checkedGl.TEXTURE_MIN_FILTER, checkedGl.LINEAR);
checkedGl.texImage2D(
checkedGl.TEXTURE_2D,
0,
checkedGl.RGBA,
width,
height,
0,
checkedGl.RGBA,
checkedGl.UNSIGNED_BYTE,
this.fb8
);
checkedGl.bindTexture(checkedGl.TEXTURE_2D, null);
checkedGl.uniform1i(checkedGl.getUniformLocation(program, "tex"), 0);
const vertexPositionAttrLoc = checkedGl.getAttribLocation(program, "pos");
checkedGl.enableVertexAttribArray(vertexPositionAttrLoc);
const vertexPositionBuffer = checkedGl.createBuffer();
checkedGl.bindBuffer(checkedGl.ARRAY_BUFFER, vertexPositionBuffer);
checkedGl.bufferData(checkedGl.ARRAY_BUFFER, new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]), checkedGl.STATIC_DRAW);
checkedGl.vertexAttribPointer(vertexPositionAttrLoc, 2, checkedGl.FLOAT, false, 0, 0);
const uvAttrLoc = checkedGl.getAttribLocation(program, "uvIn");
checkedGl.enableVertexAttribArray(uvAttrLoc);
const uvBuffer = checkedGl.createBuffer();
checkedGl.bindBuffer(checkedGl.ARRAY_BUFFER, uvBuffer);
checkedGl.vertexAttribPointer(uvAttrLoc, 2, checkedGl.FLOAT, false, 0, 0);
checkedGl.activeTexture(gl.TEXTURE0);
checkedGl.bindTexture(gl.TEXTURE_2D, this.texture);
const uvFloatArray = new Float32Array(8);
let lastMinX, lastMinY, lastMaxX, lastMaxY;
this.paint = function (minx, miny, maxx, maxy) {
const gl = this.gl;
// We can't specify a stride for the source, so have to use the full width.
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
0,
miny,
width,
maxy - miny,
gl.RGBA,
gl.UNSIGNED_BYTE,
this.fb8.subarray(miny * width * 4, maxy * width * 4)
);
if (lastMinX !== minx || lastMinY !== miny || lastMaxX !== maxx || lastMaxY !== maxy) {
lastMinX = minx;
lastMinY = miny;
lastMaxX = maxx;
lastMaxY = maxy;
minx /= width;
maxx /= width;
miny /= height;
maxy /= height;
uvFloatArray[0] = minx;
uvFloatArray[1] = maxy;
uvFloatArray[2] = minx;
uvFloatArray[3] = miny;
uvFloatArray[4] = maxx;
uvFloatArray[5] = maxy;
uvFloatArray[6] = maxx;
uvFloatArray[7] = miny;
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, uvFloatArray, gl.DYNAMIC_DRAW);
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
console.log("GL Canvas set up");
}
export function bestCanvas(canvas) {
try {
return new GlCanvas(canvas);
} catch (e) {
console.log("Unable to use OpenGL: " + e);
}
return new Canvas(canvas);
}