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+/* -*- 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
+ };
+})();