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1305 lines
40 KiB
JavaScript
1305 lines
40 KiB
JavaScript
/**
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* WebGL-2D.js - HTML5 Canvas2D API in a WebGL context
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*
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* Created by Corban Brook <corbanbrook@gmail.com> on 2011-03-02.
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* Amended to by Bobby Richter <secretrobotron@gmail.com> on 2011-03-03
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* CubicVR.js by Charles Cliffe <cj@cubicproductions.com> on 2011-03-03
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*
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*/
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/*
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* Copyright (c) 2011 Corban Brook
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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/**
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* Usage:
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*
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* var cvs = document.getElementById("myCanvas");
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*
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* WebGL2D.enable(cvs); // adds "webgl-2d" to cvs
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*
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* cvs.getContext("webgl-2d");
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*
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*/
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(function(Math, undefined) {
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// Vector & Matrix libraries from CubicVR.js
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var M_PI = 3.1415926535897932384626433832795028841968;
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var M_TWO_PI = 2.0 * M_PI;
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var M_HALF_PI = M_PI / 2.0;
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function isPOT(value) {
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return value > 0 && ((value - 1) & value) === 0;
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}
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var vec3 = {
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length: function(pt) {
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return Math.sqrt(pt[0] * pt[0] + pt[1] * pt[1] + pt[2] * pt[2]);
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},
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normalize: function(pt) {
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var d = Math.sqrt((pt[0] * pt[0]) + (pt[1] * pt[1]) + (pt[2] * pt[2]));
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if (d === 0) {
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return [0, 0, 0];
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}
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return [pt[0] / d, pt[1] / d, pt[2] / d];
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},
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dot: function(v1, v2) {
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return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
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},
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angle: function(v1, v2) {
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return Math.acos((v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]) / (Math.sqrt(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2]) * Math.sqrt(v2[0] * v2[0] + v2[1] * v2[1] + v2[2] * v2[2])));
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},
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cross: function(vectA, vectB) {
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return [vectA[1] * vectB[2] - vectB[1] * vectA[2], vectA[2] * vectB[0] - vectB[2] * vectA[0], vectA[0] * vectB[1] - vectB[0] * vectA[1]];
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},
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multiply: function(vectA, constB) {
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return [vectA[0] * constB, vectA[1] * constB, vectA[2] * constB];
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},
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add: function(vectA, vectB) {
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return [vectA[0] + vectB[0], vectA[1] + vectB[1], vectA[2] + vectB[2]];
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},
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subtract: function(vectA, vectB) {
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return [vectA[0] - vectB[0], vectA[1] - vectB[1], vectA[2] - vectB[2]];
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},
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equal: function(a, b) {
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var epsilon = 0.0000001;
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if ((a === undefined) && (b === undefined)) {
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return true;
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}
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if ((a === undefined) || (b === undefined)) {
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return false;
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}
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return (Math.abs(a[0] - b[0]) < epsilon && Math.abs(a[1] - b[1]) < epsilon && Math.abs(a[2] - b[2]) < epsilon);
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}
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};
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var mat3 = {
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identity: [1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0],
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multiply: function (m1, m2) {
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var m10 = m1[0], m11 = m1[1], m12 = m1[2], m13 = m1[3], m14 = m1[4], m15 = m1[5], m16 = m1[6], m17 = m1[7], m18 = m1[8],
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m20 = m2[0], m21 = m2[1], m22 = m2[2], m23 = m2[3], m24 = m2[4], m25 = m2[5], m26 = m2[6], m27 = m2[7], m28 = m2[8];
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m2[0] = m20 * m10 + m23 * m11 + m26 * m12;
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m2[1] = m21 * m10 + m24 * m11 + m27 * m12;
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m2[2] = m22 * m10 + m25 * m11 + m28 * m12;
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m2[3] = m20 * m13 + m23 * m14 + m26 * m15;
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m2[4] = m21 * m13 + m24 * m14 + m27 * m15;
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m2[5] = m22 * m13 + m25 * m14 + m28 * m15;
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m2[6] = m20 * m16 + m23 * m17 + m26 * m18;
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m2[7] = m21 * m16 + m24 * m17 + m27 * m18;
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m2[8] = m22 * m16 + m25 * m17 + m28 * m18;
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},
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vec2_multiply: function (m1, m2) {
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var mOut = [];
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mOut[0] = m2[0] * m1[0] + m2[3] * m1[1] + m2[6];
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mOut[1] = m2[1] * m1[0] + m2[4] * m1[1] + m2[7];
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return mOut;
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},
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transpose: function (m) {
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return [m[0], m[3], m[6], m[1], m[4], m[7], m[2], m[5], m[8]];
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}
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}; //mat3
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// Transform library from CubicVR.js
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function Transform(mat) {
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return this.clearStack(mat);
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}
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var STACK_DEPTH_LIMIT = 16;
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Transform.prototype.clearStack = function(init_mat) {
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this.m_stack = [];
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this.m_cache = [];
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this.c_stack = 0;
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this.valid = 0;
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this.result = null;
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for (var i = 0; i < STACK_DEPTH_LIMIT; i++) {
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this.m_stack[i] = this.getIdentity();
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}
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if (init_mat !== undefined) {
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this.m_stack[0] = init_mat;
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} else {
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this.setIdentity();
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}
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}; //clearStack
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Transform.prototype.setIdentity = function() {
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this.m_stack[this.c_stack] = this.getIdentity();
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if (this.valid === this.c_stack && this.c_stack) {
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this.valid--;
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}
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};
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Transform.prototype.getIdentity = function() {
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return [1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0];
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};
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Transform.prototype.getResult = function() {
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if (!this.c_stack) {
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return this.m_stack[0];
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}
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var m = mat3.identity;
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if (this.valid > this.c_stack-1) { this.valid = this.c_stack-1; }
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for (var i = this.valid; i < this.c_stack+1; i++) {
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m = mat3.multiply(this.m_stack[i],m);
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this.m_cache[i] = m;
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}
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this.valid = this.c_stack-1;
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this.result = this.m_cache[this.c_stack];
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return this.result;
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};
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Transform.prototype.pushMatrix = function() {
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this.c_stack++;
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this.m_stack[this.c_stack] = this.getIdentity();
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};
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Transform.prototype.popMatrix = function() {
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if (this.c_stack === 0) { return; }
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this.c_stack--;
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};
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var translateMatrix = Transform.prototype.getIdentity();
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Transform.prototype.translate = function(x, y) {
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translateMatrix[6] = x;
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translateMatrix[7] = y;
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mat3.multiply(translateMatrix, this.m_stack[this.c_stack]);
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/*
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if (this.valid === this.c_stack && this.c_stack) {
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this.valid--;
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}
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*/
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};
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var scaleMatrix = Transform.prototype.getIdentity();
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Transform.prototype.scale = function(x, y) {
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scaleMatrix[0] = x;
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scaleMatrix[4] = y;
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mat3.multiply(scaleMatrix, this.m_stack[this.c_stack]);
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/*
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if (this.valid === this.c_stack && this.c_stack) {
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this.valid--;
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}
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*/
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};
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var rotateMatrix = Transform.prototype.getIdentity();
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Transform.prototype.rotate = function(ang) {
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var sAng, cAng;
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sAng = Math.sin(-ang);
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cAng = Math.cos(-ang);
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rotateMatrix[0] = cAng;
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rotateMatrix[3] = sAng;
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rotateMatrix[1] = -sAng;
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rotateMatrix[4] = cAng;
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mat3.multiply(rotateMatrix, this.m_stack[this.c_stack]);
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/*
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if (this.valid === this.c_stack && this.c_stack) {
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this.valid--;
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}
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*/
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};
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var WebGL2D = this.WebGL2D = function WebGL2D(canvas, options) {
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this.canvas = canvas;
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this.options = options || {};
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this.gl = undefined;
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this.fs = undefined;
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this.vs = undefined;
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this.shaderProgram = undefined;
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this.transform = new Transform();
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this.shaderPool = [];
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this.maxTextureSize = undefined;
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// Save a reference to the WebGL2D instance on the canvas object
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canvas.gl2d = this;
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// Store getContext function for later use
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canvas.$getContext = canvas.getContext;
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// Override getContext function with "webgl-2d" enabled version
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canvas.getContext = (function(gl2d) {
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return function(context) {
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if ((gl2d.options.force || context === "webgl-2d") && !(canvas.width === 0 || canvas.height === 0)) {
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if (gl2d.gl) { return gl2d.gl; }
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var gl = gl2d.gl = gl2d.canvas.$getContext("experimental-webgl");
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gl2d.initShaders();
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gl2d.initBuffers();
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// Append Canvas2D API features to the WebGL context
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gl2d.initCanvas2DAPI();
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gl.viewport(0, 0, gl2d.canvas.width, gl2d.canvas.height);
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// Default white background
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gl.clearColor(1, 1, 1, 1);
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gl.clear(gl.COLOR_BUFFER_BIT); // | gl.DEPTH_BUFFER_BIT);
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// Disables writing to dest-alpha
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gl.colorMask(1,1,1,0);
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// Depth options
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//gl.enable(gl.DEPTH_TEST);
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//gl.depthFunc(gl.LEQUAL);
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// Blending options
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl2d.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
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return gl;
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} else {
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return gl2d.canvas.$getContext(context);
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}
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};
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}(this));
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this.postInit();
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};
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// Enables WebGL2D on your canvas
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WebGL2D.enable = function(canvas, options) {
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return canvas.gl2d || new WebGL2D(canvas, options);
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};
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// Shader Pool BitMasks, i.e. sMask = (shaderMask.texture+shaderMask.stroke)
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var shaderMask = {
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texture: 1,
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crop: 2,
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path: 4
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};
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// Fragment shader source
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WebGL2D.prototype.getFragmentShaderSource = function getFragmentShaderSource(sMask) {
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var fsSource = [
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"#ifdef GL_ES",
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"precision highp float;",
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"#endif",
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"#define hasTexture " + ((sMask&shaderMask.texture) ? "1" : "0"),
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"#define hasCrop " + ((sMask&shaderMask.crop) ? "1" : "0"),
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"varying vec4 vColor;",
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"#if hasTexture",
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"varying vec2 vTextureCoord;",
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"uniform sampler2D uSampler;",
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"#if hasCrop",
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"uniform vec4 uCropSource;",
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"#endif",
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"#endif",
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"void main(void) {",
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"#if hasTexture",
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"#if hasCrop",
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"gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x * uCropSource.z, vTextureCoord.y * uCropSource.w) + uCropSource.xy);",
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"#else",
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"gl_FragColor = texture2D(uSampler, vTextureCoord);",
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"#endif",
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"#else",
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"gl_FragColor = vColor;",
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"#endif",
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"}"
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].join("\n");
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return fsSource;
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};
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WebGL2D.prototype.getVertexShaderSource = function getVertexShaderSource(stackDepth,sMask) {
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var w = 2 / this.canvas.width, h = -2 / this.canvas.height;
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stackDepth = stackDepth || 1;
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var vsSource = [
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"#define hasTexture " + ((sMask&shaderMask.texture) ? "1" : "0"),
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"attribute vec4 aVertexPosition;",
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"#if hasTexture",
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"varying vec2 vTextureCoord;",
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"#endif",
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"uniform vec4 uColor;",
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"uniform mat3 uTransforms[" + stackDepth + "];",
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"varying vec4 vColor;",
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"const mat4 pMatrix = mat4(" + w + ",0,0,0, 0," + h + ",0,0, 0,0,1.0,1.0, -1.0,1.0,0,0);",
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"mat3 crunchStack(void) {",
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"mat3 result = uTransforms[0];",
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"for (int i = 1; i < " + stackDepth + "; ++i) {",
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"result = uTransforms[i] * result;",
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"}",
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"return result;",
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"}",
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"void main(void) {",
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"vec3 position = crunchStack() * vec3(aVertexPosition.x, aVertexPosition.y, 1.0);",
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"gl_Position = pMatrix * vec4(position, 1.0);",
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"vColor = uColor;",
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"#if hasTexture",
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"vTextureCoord = aVertexPosition.zw;",
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"#endif",
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"}"
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].join("\n");
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return vsSource;
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};
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// Initialize fragment and vertex shaders
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WebGL2D.prototype.initShaders = function initShaders(transformStackDepth,sMask) {
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var gl = this.gl;
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transformStackDepth = transformStackDepth || 1;
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sMask = sMask || 0;
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var storedShader = this.shaderPool[transformStackDepth];
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if (!storedShader) { storedShader = this.shaderPool[transformStackDepth] = []; }
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storedShader = storedShader[sMask];
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if (storedShader) {
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gl.useProgram(storedShader);
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this.shaderProgram = storedShader;
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return storedShader;
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} else {
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var fs = this.fs = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(this.fs, this.getFragmentShaderSource(sMask));
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gl.compileShader(this.fs);
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if (!gl.getShaderParameter(this.fs, gl.COMPILE_STATUS)) {
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throw "fragment shader error: "+gl.getShaderInfoLog(this.fs);
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}
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var vs = this.vs = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(this.vs, this.getVertexShaderSource(transformStackDepth,sMask));
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gl.compileShader(this.vs);
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if (!gl.getShaderParameter(this.vs, gl.COMPILE_STATUS)) {
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throw "vertex shader error: "+gl.getShaderInfoLog(this.vs);
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}
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var shaderProgram = this.shaderProgram = gl.createProgram();
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shaderProgram.stackDepth = transformStackDepth;
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gl.attachShader(shaderProgram, fs);
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gl.attachShader(shaderProgram, vs);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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throw "Could not initialise shaders.";
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}
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gl.useProgram(shaderProgram);
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shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
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gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
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shaderProgram.uColor = gl.getUniformLocation(shaderProgram, 'uColor');
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shaderProgram.uSampler = gl.getUniformLocation(shaderProgram, 'uSampler');
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shaderProgram.uCropSource = gl.getUniformLocation(shaderProgram, 'uCropSource');
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shaderProgram.uTransforms = [];
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for (var i=0; i<transformStackDepth; ++i) {
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shaderProgram.uTransforms[i] = gl.getUniformLocation(shaderProgram, 'uTransforms[' + i + ']');
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} //for
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this.shaderPool[transformStackDepth][sMask] = shaderProgram;
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return shaderProgram;
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} //if
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};
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var rectVertexPositionBuffer;
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var rectVertexColorBuffer;
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var pathVertexPositionBuffer;
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var pathVertexColorBuffer;
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// 2D Vertices and Texture UV coords
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var rectVerts = new Float32Array([
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0,0, 0,0,
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0,1, 0,1,
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1,1, 1,1,
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1,0, 1,0
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]);
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WebGL2D.prototype.initBuffers = function initBuffers() {
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var gl = this.gl;
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|
|
rectVertexPositionBuffer = gl.createBuffer();
|
|
rectVertexColorBuffer = gl.createBuffer();
|
|
|
|
pathVertexPositionBuffer = gl.createBuffer();
|
|
pathVertexColorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, rectVertexPositionBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, rectVerts, gl.STATIC_DRAW);
|
|
};
|
|
|
|
// Maintains an array of all WebGL2D instances
|
|
WebGL2D.instances = [];
|
|
|
|
WebGL2D.prototype.postInit = function() {
|
|
WebGL2D.instances.push(this);
|
|
};
|
|
|
|
// Extends gl context with Canvas2D API
|
|
WebGL2D.prototype.initCanvas2DAPI = function initCanvas2DAPI() {
|
|
var gl2d = this,
|
|
gl = this.gl;
|
|
|
|
|
|
// Rendering Canvas for text fonts
|
|
var textCanvas = document.createElement("canvas");
|
|
textCanvas.width = gl2d.canvas.width;
|
|
textCanvas.height = gl2d.canvas.height;
|
|
var textCtx = textCanvas.getContext("2d");
|
|
|
|
var reRGBAColor = /^rgb(a)?\(\s*(-?[\d]+)(%)?\s*,\s*(-?[\d]+)(%)?\s*,\s*(-?[\d]+)(%)?\s*,?\s*(-?[\d\.]+)?\s*\)$/;
|
|
var reHSLAColor = /^hsl(a)?\(\s*(-?[\d\.]+)\s*,\s*(-?[\d\.]+)%\s*,\s*(-?[\d\.]+)%\s*,?\s*(-?[\d\.]+)?\s*\)$/;
|
|
var reHex6Color = /^#([0-9A-Fa-f]{6})$/;
|
|
var reHex3Color = /^#([0-9A-Fa-f])([0-9A-Fa-f])([0-9A-Fa-f])$/;
|
|
|
|
function HSLAToRGBA(h, s, l, a) {
|
|
var r, g, b, m1, m2;
|
|
|
|
// Clamp and Normalize values
|
|
h = (((h % 360) + 360) % 360) / 360;
|
|
s = s > 100 ? 1 : s / 100;
|
|
s = s < 0 ? 0 : s;
|
|
l = l > 100 ? 1 : l / 100;
|
|
l = l < 0 ? 0 : l;
|
|
|
|
m2 = l <= 0.5 ? l * (s + 1) : l + s - l * s;
|
|
m1 = l * 2 - m2;
|
|
|
|
function getHue(value) {
|
|
var hue;
|
|
|
|
if (value * 6 < 1) {
|
|
hue = m1 + (m2 - m1) * value * 6;
|
|
} else if (value * 2 < 1) {
|
|
hue = m2;
|
|
} else if (value * 3 < 2) {
|
|
hue = m1 + (m2 - m1) * (2/3 - value) * 6;
|
|
} else {
|
|
hue = m1;
|
|
}
|
|
|
|
return hue;
|
|
}
|
|
|
|
r = getHue(h + 1/3);
|
|
g = getHue(h);
|
|
b = getHue(h - 1/3);
|
|
|
|
return [r, g, b, a];
|
|
}
|
|
|
|
|
|
// Converts rgb(a) color string to gl color vector
|
|
function colorStringToVec4(value) {
|
|
var result = [], match, channel, isPercent, hasAlpha, alphaChannel, sameType;
|
|
|
|
if ((match = reRGBAColor.exec(value))) {
|
|
hasAlpha = match[1], alphaChannel = parseFloat(match[8]);
|
|
|
|
if ((hasAlpha && isNaN(alphaChannel)) || (!hasAlpha && !isNaN(alphaChannel))) {
|
|
return false;
|
|
}
|
|
|
|
sameType = match[3];
|
|
|
|
for (var i = 2; i < 8; i+=2) {
|
|
channel = match[i], isPercent = match[i+1];
|
|
|
|
if (isPercent !== sameType) {
|
|
return false;
|
|
}
|
|
|
|
// Clamp and normalize values
|
|
if (isPercent) {
|
|
channel = channel > 100 ? 1 : channel / 100;
|
|
channel = channel < 0 ? 0 : channel;
|
|
} else {
|
|
channel = channel > 255 ? 1 : channel / 255;
|
|
channel = channel < 0 ? 0 : channel;
|
|
}
|
|
|
|
result.push(channel);
|
|
}
|
|
|
|
result.push(hasAlpha ? alphaChannel : 1.0);
|
|
} else if ((match = reHSLAColor.exec(value))) {
|
|
hasAlpha = match[1], alphaChannel = parseFloat(match[5]);
|
|
result = HSLAToRGBA(match[2], match[3], match[4], parseFloat(hasAlpha && alphaChannel ? alphaChannel : 1.0));
|
|
} else if ((match = reHex6Color.exec(value))) {
|
|
var colorInt = parseInt(match[1], 16);
|
|
result = [((colorInt & 0xFF0000) >> 16) / 255, ((colorInt & 0x00FF00) >> 8) / 255, (colorInt & 0x0000FF) / 255, 1.0];
|
|
} else if ((match = reHex3Color.exec(value))) {
|
|
var hexString = "#" + [match[1], match[1], match[2], match[2], match[3], match[3]].join("");
|
|
result = colorStringToVec4(hexString);
|
|
} else if (value.toLowerCase() in colorKeywords) {
|
|
result = colorStringToVec4(colorKeywords[value.toLowerCase()]);
|
|
} else if (value.toLowerCase() === "transparent") {
|
|
result = [0, 0, 0, 0];
|
|
} else {
|
|
// Color keywords not yet implemented, ie "orange", return hot pink
|
|
return false;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
function colorVecToString(vec4) {
|
|
return "rgba(" + (vec4[0] * 255) + ", " + (vec4[1] * 255) + ", " + (vec4[2] * 255) + ", " + parseFloat(vec4[3]) + ")";
|
|
}
|
|
|
|
var colorKeywords = {
|
|
aliceblue: "#f0f8ff",
|
|
antiquewhite: "#faebd7",
|
|
aqua: "#00ffff",
|
|
aquamarine: "#7fffd4",
|
|
azure: "#f0ffff",
|
|
beige: "#f5f5dc",
|
|
bisque: "#ffe4c4",
|
|
black: "#000000",
|
|
blanchedalmond: "#ffebcd",
|
|
blue: "#0000ff",
|
|
blueviolet: "#8a2be2",
|
|
brown: "#a52a2a",
|
|
burlywood: "#deb887",
|
|
cadetblue: "#5f9ea0",
|
|
chartreuse: "#7fff00",
|
|
chocolate: "#d2691e",
|
|
coral: "#ff7f50",
|
|
cornflowerblue: "#6495ed",
|
|
cornsilk: "#fff8dc",
|
|
crimson: "#dc143c",
|
|
cyan: "#00ffff",
|
|
darkblue: "#00008b",
|
|
darkcyan: "#008b8b",
|
|
darkgoldenrod: "#b8860b",
|
|
darkgray: "#a9a9a9",
|
|
darkgreen: "#006400",
|
|
darkkhaki: "#bdb76b",
|
|
darkmagenta: "#8b008b",
|
|
darkolivegreen: "#556b2f",
|
|
darkorange: "#ff8c00",
|
|
darkorchid: "#9932cc",
|
|
darkred: "#8b0000",
|
|
darksalmon: "#e9967a",
|
|
darkseagreen: "#8fbc8f",
|
|
darkslateblue: "#483d8b",
|
|
darkslategray: "#2f4f4f",
|
|
darkturquoise: "#00ced1",
|
|
darkviolet: "#9400d3",
|
|
deeppink: "#ff1493",
|
|
deepskyblue: "#00bfff",
|
|
dimgray: "#696969",
|
|
dodgerblue: "#1e90ff",
|
|
firebrick: "#b22222",
|
|
floralwhite: "#fffaf0",
|
|
forestgreen: "#228b22",
|
|
fuchsia: "#ff00ff",
|
|
gainsboro: "#dcdcdc",
|
|
ghostwhite: "#f8f8ff",
|
|
gold: "#ffd700",
|
|
goldenrod: "#daa520",
|
|
gray: "#808080",
|
|
green: "#008000",
|
|
greenyellow: "#adff2f",
|
|
grey: "#808080",
|
|
honeydew: "#f0fff0",
|
|
hotpink: "#ff69b4",
|
|
indianred: "#cd5c5c",
|
|
indigo: "#4b0082",
|
|
ivory: "#fffff0",
|
|
khaki: "#f0e68c",
|
|
lavender: "#e6e6fa",
|
|
lavenderblush: "#fff0f5",
|
|
lawngreen: "#7cfc00",
|
|
lemonchiffon: "#fffacd",
|
|
lightblue: "#add8e6",
|
|
lightcoral: "#f08080",
|
|
lightcyan: "#e0ffff",
|
|
lightgoldenrodyellow: "#fafad2",
|
|
lightgrey: "#d3d3d3",
|
|
lightgreen: "#90ee90",
|
|
lightpink: "#ffb6c1",
|
|
lightsalmon: "#ffa07a",
|
|
lightseagreen: "#20b2aa",
|
|
lightskyblue: "#87cefa",
|
|
lightslategray: "#778899",
|
|
lightsteelblue: "#b0c4de",
|
|
lightyellow: "#ffffe0",
|
|
lime: "#00ff00",
|
|
limegreen: "#32cd32",
|
|
linen: "#faf0e6",
|
|
magenta: "#ff00ff",
|
|
maroon: "#800000",
|
|
mediumaquamarine: "#66cdaa",
|
|
mediumblue: "#0000cd",
|
|
mediumorchid: "#ba55d3",
|
|
mediumpurple: "#9370d8",
|
|
mediumseagreen: "#3cb371",
|
|
mediumslateblue: "#7b68ee",
|
|
mediumspringgreen: "#00fa9a",
|
|
mediumturquoise: "#48d1cc",
|
|
mediumvioletred: "#c71585",
|
|
midnightblue: "#191970",
|
|
mintcream: "#f5fffa",
|
|
mistyrose: "#ffe4e1",
|
|
moccasin: "#ffe4b5",
|
|
navajowhite: "#ffdead",
|
|
navy: "#000080",
|
|
oldlace: "#fdf5e6",
|
|
olive: "#808000",
|
|
olivedrab: "#6b8e23",
|
|
orange: "#ffa500",
|
|
orangered: "#ff4500",
|
|
orchid: "#da70d6",
|
|
palegoldenrod: "#eee8aa",
|
|
palegreen: "#98fb98",
|
|
paleturquoise: "#afeeee",
|
|
palevioletred: "#d87093",
|
|
papayawhip: "#ffefd5",
|
|
peachpuff: "#ffdab9",
|
|
peru: "#cd853f",
|
|
pink: "#ffc0cb",
|
|
plum: "#dda0dd",
|
|
powderblue: "#b0e0e6",
|
|
purple: "#800080",
|
|
red: "#ff0000",
|
|
rosybrown: "#bc8f8f",
|
|
royalblue: "#4169e1",
|
|
saddlebrown: "#8b4513",
|
|
salmon: "#fa8072",
|
|
sandybrown: "#f4a460",
|
|
seagreen: "#2e8b57",
|
|
seashell: "#fff5ee",
|
|
sienna: "#a0522d",
|
|
silver: "#c0c0c0",
|
|
skyblue: "#87ceeb",
|
|
slateblue: "#6a5acd",
|
|
slategray: "#708090",
|
|
snow: "#fffafa",
|
|
springgreen: "#00ff7f",
|
|
steelblue: "#4682b4",
|
|
tan: "#d2b48c",
|
|
teal: "#008080",
|
|
thistle: "#d8bfd8",
|
|
tomato: "#ff6347",
|
|
turquoise: "#40e0d0",
|
|
violet: "#ee82ee",
|
|
wheat: "#f5deb3",
|
|
white: "#ffffff",
|
|
whitesmoke: "#f5f5f5",
|
|
yellow: "#ffff00",
|
|
yellowgreen: "#9acd32"
|
|
};
|
|
|
|
// Maintain drawing state params during gl.save and gl.restore. see saveDrawState() and restoreDrawState()
|
|
var drawState = {}, drawStateStack = [];
|
|
|
|
// A fast simple shallow clone
|
|
function cloneObject(obj) {
|
|
var target = {};
|
|
for (var i in obj) {
|
|
if (obj.hasOwnProperty(i)) {
|
|
target[i] = obj[i];
|
|
}
|
|
}
|
|
return target;
|
|
}
|
|
|
|
function saveDrawState() {
|
|
var bakedDrawState = {
|
|
fillStyle: [drawState.fillStyle[0], drawState.fillStyle[1], drawState.fillStyle[2], drawState.fillStyle[3]],
|
|
strokeStyle: [drawState.strokeStyle[0], drawState.strokeStyle[1], drawState.strokeStyle[2], drawState.strokeStyle[3]],
|
|
globalAlpha: drawState.globalAlpha,
|
|
globalCompositeOperation: drawState.globalCompositeOperation,
|
|
lineCap: drawState.lineCap,
|
|
lineJoin: drawState.lineJoin,
|
|
lineWidth: drawState.lineWidth,
|
|
miterLimit: drawState.miterLimit,
|
|
shadowColor: drawState.shadowColor,
|
|
shadowBlur: drawState.shadowBlur,
|
|
shadowOffsetX: drawState.shadowOffsetX,
|
|
shadowOffsetY: drawState.shadowOffsetY,
|
|
textAlign: drawState.textAlign,
|
|
font: drawState.font,
|
|
textBaseline: drawState.textBaseline
|
|
};
|
|
|
|
drawStateStack.push(bakedDrawState);
|
|
}
|
|
|
|
function restoreDrawState() {
|
|
if (drawStateStack.length) {
|
|
drawState = drawStateStack.pop();
|
|
}
|
|
}
|
|
|
|
// WebGL requires colors as a vector while Canvas2D sets colors as an rgba string
|
|
// These getters and setters store the original rgba string as well as convert to a vector
|
|
drawState.fillStyle = [0, 0, 0, 1]; // default black
|
|
|
|
Object.defineProperty(gl, "fillStyle", {
|
|
get: function() { return colorVecToString(drawState.fillStyle); },
|
|
set: function(value) {
|
|
drawState.fillStyle = colorStringToVec4(value) || drawState.fillStyle;
|
|
}
|
|
});
|
|
|
|
drawState.strokeStyle = [0, 0, 0, 1]; // default black
|
|
|
|
Object.defineProperty(gl, "strokeStyle", {
|
|
get: function() { return colorVecToString(drawState.strokeStyle); },
|
|
set: function(value) {
|
|
drawState.strokeStyle = colorStringToVec4(value) || drawStyle.strokeStyle;
|
|
}
|
|
});
|
|
|
|
// WebGL already has a lineWidth() function but Canvas2D requires a lineWidth property
|
|
// Store the original lineWidth() function for later use
|
|
gl.$lineWidth = gl.lineWidth;
|
|
drawState.lineWidth = 1.0;
|
|
|
|
Object.defineProperty(gl, "lineWidth", {
|
|
get: function() { return drawState.lineWidth; },
|
|
set: function(value) {
|
|
gl.$lineWidth(value);
|
|
drawState.lineWidth = value;
|
|
}
|
|
});
|
|
|
|
// Currently unsupported attributes and their default values
|
|
drawState.lineCap = "butt";
|
|
|
|
Object.defineProperty(gl, "lineCap", {
|
|
get: function() { return drawState.lineCap; },
|
|
set: function(value) {
|
|
drawState.lineCap = value;
|
|
}
|
|
});
|
|
|
|
drawState.lineJoin = "miter";
|
|
|
|
Object.defineProperty(gl, "lineJoin", {
|
|
get: function() { return drawState.lineJoin; },
|
|
set: function(value) {
|
|
drawState.lineJoin = value;
|
|
}
|
|
});
|
|
|
|
drawState.miterLimit = 10;
|
|
|
|
Object.defineProperty(gl, "miterLimit", {
|
|
get: function() { return drawState.miterLimit; },
|
|
set: function(value) {
|
|
drawState.miterLimit = value;
|
|
}
|
|
});
|
|
|
|
drawState.shadowOffsetX = 0;
|
|
|
|
Object.defineProperty(gl, "shadowOffsetX", {
|
|
get: function() { return drawState.shadowOffsetX; },
|
|
set: function(value) {
|
|
drawState.shadowOffsetX = value;
|
|
}
|
|
});
|
|
|
|
drawState.shadowOffsetY = 0;
|
|
|
|
Object.defineProperty(gl, "shadowOffsetY", {
|
|
get: function() { return drawState.shadowOffsetY; },
|
|
set: function(value) {
|
|
drawState.shadowOffsetY = value;
|
|
}
|
|
});
|
|
|
|
drawState.shadowBlur = 0;
|
|
|
|
Object.defineProperty(gl, "shadowBlur", {
|
|
get: function() { return drawState.shadowBlur; },
|
|
set: function(value) {
|
|
drawState.shadowBlur = value;
|
|
}
|
|
});
|
|
|
|
drawState.shadowColor = "rgba(0, 0, 0, 0.0)";
|
|
|
|
Object.defineProperty(gl, "shadowColor", {
|
|
get: function() { return drawState.shadowColor; },
|
|
set: function(value) {
|
|
drawState.shadowColor = value;
|
|
}
|
|
});
|
|
|
|
drawState.font = "10px sans-serif";
|
|
|
|
Object.defineProperty(gl, "font", {
|
|
get: function() { return drawState.font; },
|
|
set: function(value) {
|
|
textCtx.font = value;
|
|
drawState.font = value;
|
|
}
|
|
});
|
|
|
|
drawState.textAlign = "start";
|
|
|
|
Object.defineProperty(gl, "textAlign", {
|
|
get: function() { return drawState.textAlign; },
|
|
set: function(value) {
|
|
drawState.textAlign = value;
|
|
}
|
|
});
|
|
|
|
drawState.textBaseline = "alphabetic";
|
|
|
|
Object.defineProperty(gl, "textBaseline", {
|
|
get: function() { return drawState.textBaseline; },
|
|
set: function(value) {
|
|
drawState.textBaseline = value;
|
|
}
|
|
});
|
|
|
|
// This attribute will need to control global alpha of objects drawn.
|
|
drawState.globalAlpha = 1.0;
|
|
|
|
Object.defineProperty(gl, "globalAlpha", {
|
|
get: function() { return drawState.globalAlpha; },
|
|
set: function(value) {
|
|
drawState.globalAlpha = value;
|
|
}
|
|
});
|
|
|
|
// This attribute will need to set the gl.blendFunc mode
|
|
drawState.globalCompositeOperation = "source-over";
|
|
|
|
Object.defineProperty(gl, "globalCompositeOperation", {
|
|
get: function() { return drawState.globalCompositeOperation; },
|
|
set: function(value) {
|
|
drawState.globalCompositeOperation = value;
|
|
}
|
|
});
|
|
|
|
// Need a solution for drawing text that isnt stupid slow
|
|
gl.fillText = function fillText(text, x, y) {
|
|
/*
|
|
textCtx.clearRect(0, 0, gl2d.canvas.width, gl2d.canvas.height);
|
|
textCtx.fillStyle = gl.fillStyle;
|
|
textCtx.fillText(text, x, y);
|
|
|
|
gl.drawImage(textCanvas, 0, 0);
|
|
*/
|
|
};
|
|
|
|
gl.strokeText = function strokeText() {};
|
|
|
|
gl.measureText = function measureText() { return 1; };
|
|
|
|
var tempCanvas = document.createElement('canvas');
|
|
var tempCtx = tempCanvas.getContext('2d');
|
|
|
|
gl.save = function save() {
|
|
gl2d.transform.pushMatrix();
|
|
saveDrawState();
|
|
};
|
|
|
|
gl.restore = function restore() {
|
|
gl2d.transform.popMatrix();
|
|
restoreDrawState();
|
|
};
|
|
|
|
gl.translate = function translate(x, y) {
|
|
gl2d.transform.translate(x, y);
|
|
};
|
|
|
|
gl.rotate = function rotate(a) {
|
|
gl2d.transform.rotate(a);
|
|
};
|
|
|
|
gl.scale = function scale(x, y) {
|
|
gl2d.transform.scale(x, y);
|
|
};
|
|
|
|
gl.createImageData = function createImageData(width, height) {
|
|
return tempCtx.createImageData(width, height);
|
|
};
|
|
|
|
gl.getImageData = function getImageData(x, y, width, height) {
|
|
var data = tempCtx.createImageData(width, height);
|
|
var buffer = new Uint8Array(width*height*4);
|
|
gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
|
|
var w=width*4, h=height;
|
|
for (var i=0, maxI=h/2; i<maxI; ++i) {
|
|
for (var j=0, maxJ=w; j<maxJ; ++j) {
|
|
var index1 = i * w + j;
|
|
var index2 = (h-i-1) * w + j;
|
|
data.data[index1] = buffer[index2];
|
|
data.data[index2] = buffer[index1];
|
|
} //for
|
|
} //for
|
|
|
|
return data;
|
|
};
|
|
|
|
gl.putImageData = function putImageData(imageData, x, y) {
|
|
gl.drawImage(imageData, x, y);
|
|
};
|
|
|
|
gl.transform = function transform(m11, m12, m21, m22, dx, dy) {
|
|
var m = gl2d.transform.m_stack[gl2d.transform.c_stack];
|
|
|
|
m[0] *= m11;
|
|
m[1] *= m21;
|
|
m[2] *= dx;
|
|
m[3] *= m12;
|
|
m[4] *= m22;
|
|
m[5] *= dy;
|
|
m[6] = 0;
|
|
m[7] = 0;
|
|
};
|
|
|
|
function sendTransformStack(sp) {
|
|
var stack = gl2d.transform.m_stack;
|
|
for (var i = 0, maxI = gl2d.transform.c_stack + 1; i < maxI; ++i) {
|
|
gl.uniformMatrix3fv(sp.uTransforms[i], false, stack[maxI-1-i]);
|
|
} //for
|
|
}
|
|
|
|
gl.setTransform = function setTransform(m11, m12, m21, m22, dx, dy) {
|
|
gl2d.transform.setIdentity();
|
|
gl.transform.apply(this, arguments);
|
|
};
|
|
|
|
gl.fillRect = function fillRect(x, y, width, height) {
|
|
var transform = gl2d.transform;
|
|
var shaderProgram = gl2d.initShaders(transform.c_stack+2,0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, rectVertexPositionBuffer);
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 4, gl.FLOAT, false, 0, 0);
|
|
|
|
transform.pushMatrix();
|
|
|
|
transform.translate(x, y);
|
|
transform.scale(width, height);
|
|
|
|
sendTransformStack(shaderProgram);
|
|
|
|
gl.uniform4f(shaderProgram.uColor, drawState.fillStyle[0], drawState.fillStyle[1], drawState.fillStyle[2], drawState.fillStyle[3]);
|
|
|
|
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
|
|
|
|
transform.popMatrix();
|
|
};
|
|
|
|
gl.strokeRect = function strokeRect(x, y, width, height) {
|
|
var transform = gl2d.transform;
|
|
var shaderProgram = gl2d.initShaders(transform.c_stack + 2,0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, rectVertexPositionBuffer);
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 4, gl.FLOAT, false, 0, 0);
|
|
|
|
transform.pushMatrix();
|
|
|
|
transform.translate(x, y);
|
|
transform.scale(width, height);
|
|
|
|
sendTransformStack(shaderProgram);
|
|
|
|
gl.uniform4f(shaderProgram.uColor, drawState.strokeStyle[0], drawState.strokeStyle[1], drawState.strokeStyle[2], drawState.strokeStyle[3]);
|
|
|
|
gl.drawArrays(gl.LINE_LOOP, 0, 4);
|
|
|
|
transform.popMatrix();
|
|
};
|
|
|
|
gl.clearRect = function clearRect(x, y, width, height) {};
|
|
|
|
var subPaths = [];
|
|
|
|
function SubPath(x, y) {
|
|
this.closed = false;
|
|
this.verts = [x, y, 0, 0];
|
|
}
|
|
|
|
// Empty the list of subpaths so that the context once again has zero subpaths
|
|
gl.beginPath = function beginPath() {
|
|
subPaths.length = 0;
|
|
};
|
|
|
|
// Mark last subpath as closed and create a new subpath with the same starting point as the previous subpath
|
|
gl.closePath = function closePath() {
|
|
if (subPaths.length) {
|
|
// Mark last subpath closed.
|
|
var prevPath = subPaths[subPaths.length -1], startX = prevPath.verts[0], startY = prevPath.verts[1];
|
|
prevPath.closed = true;
|
|
|
|
// Create new subpath using the starting position of previous subpath
|
|
var newPath = new SubPath(startX, startY);
|
|
subPaths.push(newPath);
|
|
}
|
|
};
|
|
|
|
// Create a new subpath with the specified point as its first (and only) point
|
|
gl.moveTo = function moveTo(x, y) {
|
|
subPaths.push(new SubPath(x, y));
|
|
};
|
|
|
|
gl.lineTo = function lineTo(x, y) {
|
|
if (subPaths.length) {
|
|
subPaths[subPaths.length -1].verts.push(x, y, 0, 0);
|
|
} else {
|
|
// Create a new subpath if none currently exist
|
|
gl.moveTo(x, y);
|
|
}
|
|
};
|
|
|
|
gl.quadraticCurveTo = function quadraticCurveTo(cp1x, cp1y, x, y) {};
|
|
|
|
gl.bezierCurveTo = function bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y) {};
|
|
|
|
gl.arcTo = function arcTo() {};
|
|
|
|
// Adds a closed rect subpath and creates a new subpath
|
|
gl.rect = function rect(x, y, w, h) {
|
|
gl.moveTo(x, y);
|
|
gl.lineTo(x + w, y);
|
|
gl.lineTo(x + w, y + h);
|
|
gl.lineTo(x, y + h);
|
|
gl.closePath();
|
|
};
|
|
|
|
gl.arc = function arc(x, y, radius, startAngle, endAngle, anticlockwise) {};
|
|
|
|
function fillSubPath(index) {
|
|
var transform = gl2d.transform;
|
|
var shaderProgram = gl2d.initShaders(transform.c_stack + 2,0);
|
|
|
|
var subPath = subPaths[index];
|
|
var verts = subPath.verts;
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, pathVertexPositionBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
|
|
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 4, gl.FLOAT, false, 0, 0);
|
|
|
|
transform.pushMatrix();
|
|
|
|
sendTransformStack(shaderProgram);
|
|
|
|
gl.uniform4f(shaderProgram.uColor, drawState.fillStyle[0], drawState.fillStyle[1], drawState.fillStyle[2], drawState.fillStyle[3]);
|
|
|
|
gl.drawArrays(gl.TRIANGLE_FAN, 0, verts.length/4);
|
|
|
|
transform.popMatrix();
|
|
}
|
|
|
|
gl.fill = function fill() {
|
|
for(var i = 0; i < subPaths.length; i++) {
|
|
fillSubPath(i);
|
|
}
|
|
};
|
|
|
|
function strokeSubPath(index) {
|
|
var transform = gl2d.transform;
|
|
var shaderProgram = gl2d.initShaders(transform.c_stack + 2,0);
|
|
|
|
var subPath = subPaths[index];
|
|
var verts = subPath.verts;
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, pathVertexPositionBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
|
|
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 4, gl.FLOAT, false, 0, 0);
|
|
|
|
transform.pushMatrix();
|
|
|
|
sendTransformStack(shaderProgram);
|
|
|
|
gl.uniform4f(shaderProgram.uColor, drawState.strokeStyle[0], drawState.strokeStyle[1], drawState.strokeStyle[2], drawState.strokeStyle[3]);
|
|
|
|
if (subPath.closed) {
|
|
gl.drawArrays(gl.LINE_LOOP, 0, verts.length/4);
|
|
} else {
|
|
gl.drawArrays(gl.LINE_STRIP, 0, verts.length/4);
|
|
}
|
|
|
|
transform.popMatrix();
|
|
}
|
|
|
|
gl.stroke = function stroke() {
|
|
for(var i = 0; i < subPaths.length; i++) {
|
|
strokeSubPath(i);
|
|
}
|
|
};
|
|
|
|
gl.clip = function clip() {};
|
|
|
|
gl.isPointInPath = function isPointInPath() {};
|
|
|
|
gl.drawFocusRing = function drawFocusRing() {};
|
|
|
|
|
|
|
|
var imageCache = [], textureCache = [];
|
|
|
|
function Texture(image) {
|
|
this.obj = gl.createTexture();
|
|
this.index = textureCache.push(this);
|
|
|
|
imageCache.push(image);
|
|
|
|
// we may wish to consider tiling large images like this instead of scaling and
|
|
// adjust appropriately (flip to next texture source and tile offset) when drawing
|
|
if (image.width > gl2d.maxTextureSize || image.height > gl2d.maxTextureSize) {
|
|
var canvas = document.createElement("canvas");
|
|
|
|
canvas.width = (image.width > gl2d.maxTextureSize) ? gl2d.maxTextureSize : image.width;
|
|
canvas.height = (image.height > gl2d.maxTextureSize) ? gl2d.maxTextureSize : image.height;
|
|
|
|
var ctx = canvas.getContext("2d");
|
|
|
|
ctx.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
|
|
|
|
image = canvas;
|
|
}
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, this.obj);
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, 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_MAG_FILTER, gl.LINEAR);
|
|
|
|
// Enable Mip mapping on power-of-2 textures
|
|
if (isPOT(image.width) && isPOT(image.height)) {
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
|
gl.generateMipmap(gl.TEXTURE_2D);
|
|
} else {
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
}
|
|
|
|
// Unbind texture
|
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
|
}
|
|
|
|
gl.drawImage = function drawImage(image, a, b, c, d, e, f, g, h) {
|
|
var transform = gl2d.transform;
|
|
|
|
transform.pushMatrix();
|
|
|
|
var sMask = shaderMask.texture;
|
|
var doCrop = false;
|
|
|
|
//drawImage(image, dx, dy)
|
|
if (arguments.length === 3) {
|
|
transform.translate(a, b);
|
|
transform.scale(image.width, image.height);
|
|
}
|
|
|
|
//drawImage(image, dx, dy, dw, dh)
|
|
else if (arguments.length === 5) {
|
|
transform.translate(a, b);
|
|
transform.scale(c, d);
|
|
}
|
|
|
|
//drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh)
|
|
else if (arguments.length === 9) {
|
|
transform.translate(e, f);
|
|
transform.scale(g, h);
|
|
sMask = sMask|shaderMask.crop;
|
|
doCrop = true;
|
|
}
|
|
|
|
var shaderProgram = gl2d.initShaders(transform.c_stack, sMask);
|
|
|
|
var texture, cacheIndex = imageCache.indexOf(image);
|
|
|
|
if (cacheIndex !== -1) {
|
|
texture = textureCache[cacheIndex];
|
|
} else {
|
|
texture = new Texture(image);
|
|
}
|
|
|
|
if (doCrop) {
|
|
gl.uniform4f(shaderProgram.uCropSource, a/image.width, b/image.height, c/image.width, d/image.height);
|
|
}
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, rectVertexPositionBuffer);
|
|
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 4, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture.obj);
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
gl.uniform1i(shaderProgram.uSampler, 0);
|
|
|
|
sendTransformStack(shaderProgram);
|
|
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
|
|
|
|
transform.popMatrix();
|
|
};
|
|
};
|
|
|
|
}(Math));
|