diff options
| author | qsm-odoo <qsm@odoo.com> | 2016-09-13 12:31:47 +0200 |
|---|---|---|
| committer | qsm-odoo <qsm@odoo.com> | 2016-09-13 14:18:31 +0200 |
| commit | d83f7587aae3fd2fcd4b6c4622ee7bcca9e80abe (patch) | |
| tree | a9114bd3014f61583609a75c1b5d5af85397a2a6 /addons/web/static/lib/pdfjs/src/display/webgl.js | |
| parent | 837be69785ee24b8a7b0230ff6bc7e70cba5f5c5 (diff) | |
[MOV] web, website(_slides): move PDFjs lib to web
website_sign is now a backend-only module in enterprise, so it should
not use a website library (even in a static way).
Diffstat (limited to 'addons/web/static/lib/pdfjs/src/display/webgl.js')
| -rw-r--r-- | addons/web/static/lib/pdfjs/src/display/webgl.js | 437 |
1 files changed, 437 insertions, 0 deletions
diff --git a/addons/web/static/lib/pdfjs/src/display/webgl.js b/addons/web/static/lib/pdfjs/src/display/webgl.js new file mode 100644 index 00000000000..c102580d78c --- /dev/null +++ b/addons/web/static/lib/pdfjs/src/display/webgl.js @@ -0,0 +1,437 @@ +/* -*- Mode: Java; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set shiftwidth=2 tabstop=2 autoindent cindent expandtab: */ +/* Copyright 2014 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. + */ +/* globals PDFJS, shadow */ +/* jshint -W043 */ + +'use strict'; + +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); + + // Set the parameters so we can render any size 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_MIN_FILTER, gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + + // Upload the image into the texture. + 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; + + // setup a GLSL program + 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'); + + // provide texture coordinates for the rectangle. + 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); + + // Create a textures + var texture = createTexture(gl, layer, gl.TEXTURE0); + var maskTexture = createTexture(gl, mask, gl.TEXTURE1); + + + // Create a buffer and put a single clipspace rectangle in + // it (2 triangles) + 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); + + // draw + 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; + + // setup a GLSL program + 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); + + // count triangle points + 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; + } + } + // transfer data + 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[i]]; + colors[cIndex + 1] = colorsMap[cs[j] + 1]; + colors[cIndex + 2] = colorsMap[cs[j] + 2]; + pIndex += 2; + cIndex += 3; + } + break; + } + } + + // draw + 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; + } + + 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; + } + + return { + get isEnabled() { + if (PDFJS.disableWebGL) { + return false; + } + var enabled = false; + try { + generateGL(); + enabled = !!currentGL; + } catch (e) { } + return shadow(this, 'isEnabled', enabled); + }, + composeSMask: composeSMask, + drawFigures: drawFigures, + clear: cleanup + }; +})(); |
