refactor(frontend): refactor ImageEffector

This commit is contained in:
syuilo 2025-06-05 12:25:22 +09:00
parent 65ba33867b
commit 2a78360588
2 changed files with 44 additions and 43 deletions

View File

@ -4,6 +4,7 @@
*/
import { getProxiedImageUrl } from '../media-proxy.js';
import { initShaderProgram } from '../webgl.js';
type ParamTypeToPrimitive = {
'number': number;
@ -114,7 +115,7 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.originalImage.width, this.originalImage.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, this.originalImage);
gl.bindTexture(gl.TEXTURE_2D, null);
this.renderTextureProgram = this.initShaderProgram(`#version 300 es
this.renderTextureProgram = initShaderProgram(this.gl, `#version 300 es
in vec2 position;
out vec2 in_uv;
@ -134,7 +135,7 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
}
`);
this.renderInvertedTextureProgram = this.initShaderProgram(`#version 300 es
this.renderInvertedTextureProgram = initShaderProgram(this.gl, `#version 300 es
in vec2 position;
out vec2 in_uv;
@ -156,46 +157,6 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
`);
}
public loadShader(type: GLenum, source: string): WebGLShader {
const gl = this.gl;
const shader = gl.createShader(type);
if (shader == null) {
throw new Error('falied to create shader');
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(`falied to compile shader: ${gl.getShaderInfoLog(shader)}`);
gl.deleteShader(shader);
throw new Error(`falied to compile shader: ${gl.getShaderInfoLog(shader)}`);
}
return shader;
}
public initShaderProgram(vsSource: string, fsSource: string): WebGLProgram {
const gl = this.gl;
const vertexShader = this.loadShader(gl.VERTEX_SHADER, vsSource);
const fragmentShader = this.loadShader(gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error(`failed to init shader: ${gl.getProgramInfoLog(shaderProgram)}`);
throw new Error('failed to init shader');
}
return shaderProgram;
}
private renderLayer(layer: ImageEffectorLayer, preTexture: WebGLTexture) {
const gl = this.gl;
@ -203,7 +164,7 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
if (fx == null) return;
const cachedShader = this.shaderCache.get(fx.id);
const shaderProgram = cachedShader ?? this.initShaderProgram(`#version 300 es
const shaderProgram = cachedShader ?? initShaderProgram(this.gl, `#version 300 es
in vec2 position;
out vec2 in_uv;

View File

@ -0,0 +1,40 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
export function loadShader(gl: WebGL2RenderingContext, type: GLenum, source: string): WebGLShader {
const shader = gl.createShader(type);
if (shader == null) {
throw new Error('falied to create shader');
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(`falied to compile shader: ${gl.getShaderInfoLog(shader)}`);
gl.deleteShader(shader);
throw new Error(`falied to compile shader: ${gl.getShaderInfoLog(shader)}`);
}
return shader;
}
export function initShaderProgram(gl: WebGL2RenderingContext, vsSource: string, fsSource: string): WebGLProgram {
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error(`failed to init shader: ${gl.getProgramInfoLog(shaderProgram)}`);
throw new Error('failed to init shader');
}
return shaderProgram;
}