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authorqsm-odoo <qsm@odoo.com>2016-09-13 12:31:47 +0200
committerqsm-odoo <qsm@odoo.com>2016-09-13 14:18:31 +0200
commitd83f7587aae3fd2fcd4b6c4622ee7bcca9e80abe (patch)
treea9114bd3014f61583609a75c1b5d5af85397a2a6 /addons/website/static/lib/pdfjs/src/display/webgl.js
parent837be69785ee24b8a7b0230ff6bc7e70cba5f5c5 (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/website/static/lib/pdfjs/src/display/webgl.js')
-rw-r--r--addons/website/static/lib/pdfjs/src/display/webgl.js437
1 files changed, 0 insertions, 437 deletions
diff --git a/addons/website/static/lib/pdfjs/src/display/webgl.js b/addons/website/static/lib/pdfjs/src/display/webgl.js
deleted file mode 100644
index c102580d78c..00000000000
--- a/addons/website/static/lib/pdfjs/src/display/webgl.js
+++ /dev/null
@@ -1,437 +0,0 @@
-/* -*- 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
- };
-})();