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/website/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/website/static/lib/pdfjs/src/display/webgl.js')
| -rw-r--r-- | addons/website/static/lib/pdfjs/src/display/webgl.js | 437 |
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 - }; -})(); |
