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BaseFilter.ts
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BaseFilter.ts
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import { getEnv } from '../env';
import { createCanvasElement } from '../util/misc/dom';
import type {
T2DPipelineState,
TWebGLAttributeLocationMap,
TWebGLPipelineState,
TWebGLProgramCacheItem,
TWebGLUniformLocationMap,
} from './typedefs';
import { isWebGLPipelineState } from './typedefs';
import { GLPrecision } from './GLProbes/GLProbe';
import {
highPsourceCode,
identityFragmentShader,
vertexSource,
} from './shaders/baseFilter';
export class BaseFilter {
/**
* Filter type
* @param {String} type
* @default
*/
get type(): string {
return this.constructor.name;
}
declare static defaults: Record<string, any>;
/**
* Array of attributes to send with buffers. do not modify
* @private
*/
vertexSource = vertexSource;
/**
* Name of the parameter that can be changed in the filter.
* Some filters have more than one parameter and there is no
* mainParameter
* @private
*/
declare mainParameter?: keyof this;
/**
* Constructor
* @param {Object} [options] Options object
*/
constructor({ ...options }: Record<string, any> = {}) {
Object.assign(
this,
(this.constructor as typeof BaseFilter).defaults,
options
);
}
protected getFragmentSource(): string {
return identityFragmentShader;
}
/**
* Compile this filter's shader program.
*
* @param {WebGLRenderingContext} gl The GL canvas context to use for shader compilation.
* @param {String} fragmentSource fragmentShader source for compilation
* @param {String} vertexSource vertexShader source for compilation
*/
createProgram(
gl: WebGLRenderingContext,
fragmentSource: string = this.getFragmentSource(),
vertexSource: string = this.vertexSource
) {
const { WebGLProbe } = getEnv();
if (WebGLProbe.GLPrecision && WebGLProbe.GLPrecision !== GLPrecision.high) {
fragmentSource = fragmentSource.replace(
new RegExp(highPsourceCode, 'g'),
highPsourceCode.replace(GLPrecision.high, WebGLProbe.GLPrecision)
);
}
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
const program = gl.createProgram();
if (!vertexShader || !fragmentShader || !program) {
throw new Error('Vertex, fragment shader or program creation error');
}
gl.shaderSource(vertexShader, vertexSource);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
throw new Error(
`Vertex shader compile error for ${this.type}: ${gl.getShaderInfoLog(
vertexShader
)}`
);
}
gl.shaderSource(fragmentShader, fragmentSource);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
throw new Error(
`Fragment shader compile error for ${this.type}: ${gl.getShaderInfoLog(
fragmentShader
)}`
);
}
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error(
// eslint-disable-next-line prefer-template
'Shader link error for "${this.type}" ' + gl.getProgramInfoLog(program)
);
}
const uniformLocations = this.getUniformLocations(gl, program) || {};
uniformLocations.uStepW = gl.getUniformLocation(program, 'uStepW');
uniformLocations.uStepH = gl.getUniformLocation(program, 'uStepH');
return {
program,
attributeLocations: this.getAttributeLocations(gl, program),
uniformLocations,
};
}
/**
* Return a map of attribute names to WebGLAttributeLocation objects.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {WebGLShaderProgram} program The shader program from which to take attribute locations.
* @returns {Object} A map of attribute names to attribute locations.
*/
getAttributeLocations(
gl: WebGLRenderingContext,
program: WebGLProgram
): TWebGLAttributeLocationMap {
return {
aPosition: gl.getAttribLocation(program, 'aPosition'),
};
}
/**
* Return a map of uniform names to WebGLUniformLocation objects.
*
* Intended to be overridden by subclasses.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {WebGLShaderProgram} program The shader program from which to take uniform locations.
* @returns {Object} A map of uniform names to uniform locations.
*/
getUniformLocations(
gl: WebGLRenderingContext,
program: WebGLProgram
): TWebGLUniformLocationMap {
return {};
}
/**
* Send attribute data from this filter to its shader program on the GPU.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {Object} attributeLocations A map of shader attribute names to their locations.
*/
sendAttributeData(
gl: WebGLRenderingContext,
attributeLocations: Record<string, number>,
aPositionData: Float32Array
) {
const attributeLocation = attributeLocations.aPosition;
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(attributeLocation);
gl.vertexAttribPointer(attributeLocation, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, aPositionData, gl.STATIC_DRAW);
}
_setupFrameBuffer(options: TWebGLPipelineState) {
const gl = options.context;
if (options.passes > 1) {
const width = options.destinationWidth;
const height = options.destinationHeight;
if (options.sourceWidth !== width || options.sourceHeight !== height) {
gl.deleteTexture(options.targetTexture);
options.targetTexture = options.filterBackend.createTexture(
gl,
width,
height
);
}
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
options.targetTexture,
0
);
} else {
// draw last filter on canvas and not to framebuffer.
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.finish();
}
}
_swapTextures(options: TWebGLPipelineState) {
options.passes--;
options.pass++;
const temp = options.targetTexture;
options.targetTexture = options.sourceTexture;
options.sourceTexture = temp;
}
/**
* Generic isNeutral implementation for one parameter based filters.
* Used only in image applyFilters to discard filters that will not have an effect
* on the image
* Other filters may need their own version ( ColorMatrix, HueRotation, gamma, ComposedFilter )
* @param {Object} options
**/
// eslint-disable-next-line @typescript-eslint/no-unused-vars
isNeutralState(options?: any): boolean {
const main = this.mainParameter,
defaultValue = (this.constructor as typeof BaseFilter).defaults[
main as string
];
if (main) {
const thisValue = this[main];
if (Array.isArray(defaultValue) && Array.isArray(thisValue)) {
return defaultValue.every(
(value: any, i: number) => value === thisValue[i]
);
} else {
return defaultValue === thisValue;
}
} else {
return false;
}
}
/**
* Apply this filter to the input image data provided.
*
* Determines whether to use WebGL or Canvas2D based on the options.webgl flag.
*
* @param {Object} options
* @param {Number} options.passes The number of filters remaining to be executed
* @param {Boolean} options.webgl Whether to use webgl to render the filter.
* @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
* @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
applyTo(options: TWebGLPipelineState | T2DPipelineState) {
if (isWebGLPipelineState(options)) {
this._setupFrameBuffer(options);
this.applyToWebGL(options);
this._swapTextures(options);
} else {
this.applyTo2d(options);
}
}
applyTo2d(options: T2DPipelineState): void {
// override by subclass
}
/**
* Returns a string that represent the current selected shader code for the filter.
* Used to force recompilation when parameters change or to retrieve the shader from cache
* @type string
**/
getCacheKey() {
return this.type;
}
/**
* Retrieves the cached shader.
* @param {Object} options
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
* @return {WebGLProgram} the compiled program shader
*/
retrieveShader(options: TWebGLPipelineState): TWebGLProgramCacheItem {
const key = this.getCacheKey();
if (!options.programCache[key]) {
options.programCache[key] = this.createProgram(options.context);
}
return options.programCache[key];
}
/**
* Apply this filter using webgl.
*
* @param {Object} options
* @param {Number} options.passes The number of filters remaining to be executed
* @param {Boolean} options.webgl Whether to use webgl to render the filter.
* @param {WebGLTexture} options.originalTexture The texture of the original input image.
* @param {WebGLTexture} options.sourceTexture The texture setup as the source to be filtered.
* @param {WebGLTexture} options.targetTexture The texture where filtered output should be drawn.
* @param {WebGLRenderingContext} options.context The GL context used for rendering.
* @param {Object} options.programCache A map of compiled shader programs, keyed by filter type.
*/
applyToWebGL(options: TWebGLPipelineState) {
const gl = options.context;
const shader = this.retrieveShader(options);
if (options.pass === 0 && options.originalTexture) {
gl.bindTexture(gl.TEXTURE_2D, options.originalTexture);
} else {
gl.bindTexture(gl.TEXTURE_2D, options.sourceTexture);
}
gl.useProgram(shader.program);
this.sendAttributeData(gl, shader.attributeLocations, options.aPosition);
gl.uniform1f(shader.uniformLocations.uStepW, 1 / options.sourceWidth);
gl.uniform1f(shader.uniformLocations.uStepH, 1 / options.sourceHeight);
this.sendUniformData(gl, shader.uniformLocations);
gl.viewport(0, 0, options.destinationWidth, options.destinationHeight);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
bindAdditionalTexture(
gl: WebGLRenderingContext,
texture: WebGLTexture,
textureUnit: number
) {
gl.activeTexture(textureUnit);
gl.bindTexture(gl.TEXTURE_2D, texture);
// reset active texture to 0 as usual
gl.activeTexture(gl.TEXTURE0);
}
unbindAdditionalTexture(gl: WebGLRenderingContext, textureUnit: number) {
gl.activeTexture(textureUnit);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.activeTexture(gl.TEXTURE0);
}
getMainParameter() {
return this.mainParameter ? this[this.mainParameter] : undefined;
}
setMainParameter(value: any) {
if (this.mainParameter) {
this[this.mainParameter] = value;
}
}
/**
* Send uniform data from this filter to its shader program on the GPU.
*
* Intended to be overridden by subclasses.
*
* @param {WebGLRenderingContext} gl The canvas context used to compile the shader program.
* @param {Object} uniformLocations A map of shader uniform names to their locations.
*/
sendUniformData(
gl: WebGLRenderingContext,
uniformLocations: TWebGLUniformLocationMap
): void {
// override by subclass
}
/**
* If needed by a 2d filter, this functions can create an helper canvas to be used
* remember that options.targetCanvas is available for use till end of chain.
*/
createHelpLayer(options: T2DPipelineState) {
if (!options.helpLayer) {
const helpLayer = createCanvasElement();
helpLayer.width = options.sourceWidth;
helpLayer.height = options.sourceHeight;
options.helpLayer = helpLayer;
}
}
/**
* Returns object representation of an instance
* @return {Object} Object representation of an instance
*/
toObject() {
const mainP = this.mainParameter;
return {
type: this.type,
...(mainP ? { [mainP]: this[mainP] } : {}),
};
}
/**
* Returns a JSON representation of an instance
* @return {Object} JSON
*/
toJSON() {
// delegate, not alias
return this.toObject();
}
static async fromObject({ type, ...options }: any) {
return new this(options);
}
}