refactor(frontend): refactor ImageEffector

This commit is contained in:
syuilo 2025-06-05 12:58:32 +09:00
parent 2a78360588
commit c6808f1eb6
1 changed files with 25 additions and 84 deletions

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@ -61,8 +61,6 @@ function getValue<T extends keyof ParamTypeToPrimitive>(params: Record<string, a
export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, any>>> {
private gl: WebGL2RenderingContext;
private canvas: HTMLCanvasElement | null = null;
private renderTextureProgram: WebGLProgram;
private renderInvertedTextureProgram: WebGLProgram;
private renderWidth: number;
private renderHeight: number;
private originalImage: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement;
@ -114,50 +112,9 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
gl.bindTexture(gl.TEXTURE_2D, this.originalImageTexture);
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 = initShaderProgram(this.gl, `#version 300 es
in vec2 position;
out vec2 in_uv;
void main() {
in_uv = (position + 1.0) / 2.0;
gl_Position = vec4(position, 0.0, 1.0);
}
`, `#version 300 es
precision mediump float;
in vec2 in_uv;
uniform sampler2D u_texture;
out vec4 out_color;
void main() {
out_color = texture(u_texture, in_uv);
}
`);
this.renderInvertedTextureProgram = initShaderProgram(this.gl, `#version 300 es
in vec2 position;
out vec2 in_uv;
void main() {
in_uv = (position + 1.0) / 2.0;
in_uv.y = 1.0 - in_uv.y;
gl_Position = vec4(position, 0.0, 1.0);
}
`, `#version 300 es
precision mediump float;
in vec2 in_uv;
uniform sampler2D u_texture;
out vec4 out_color;
void main() {
out_color = texture(u_texture, in_uv);
}
`);
}
private renderLayer(layer: ImageEffectorLayer, preTexture: WebGLTexture) {
private renderLayer(layer: ImageEffectorLayer, preTexture: WebGLTexture, invert = false) {
const gl = this.gl;
const fx = this.fxs.find(fx => fx.id === layer.fxId);
@ -166,11 +123,12 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
const cachedShader = this.shaderCache.get(fx.id);
const shaderProgram = cachedShader ?? initShaderProgram(this.gl, `#version 300 es
in vec2 position;
uniform bool u_invert;
out vec2 in_uv;
void main() {
in_uv = (position + 1.0) / 2.0;
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = u_invert ? vec4(position * vec2(1.0, -1.0), 0.0, 1.0) : vec4(position, 0.0, 1.0);
}
`, fx.shader);
if (cachedShader == null) {
@ -179,9 +137,16 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
gl.useProgram(shaderProgram);
const positionLocation = gl.getAttribLocation(shaderProgram, 'position');
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLocation);
const in_resolution = gl.getUniformLocation(shaderProgram, 'in_resolution');
gl.uniform2fv(in_resolution, [this.renderWidth, this.renderHeight]);
const u_invert = gl.getUniformLocation(shaderProgram, 'u_invert');
gl.uniform1i(u_invert, invert ? 1 : 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, preTexture);
const in_texture = gl.getUniformLocation(shaderProgram, 'in_texture');
@ -214,27 +179,13 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
public render() {
const gl = this.gl;
{
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.originalImageTexture);
gl.useProgram(this.renderTextureProgram);
const u_texture = gl.getUniformLocation(this.renderTextureProgram, 'u_texture');
gl.uniform1i(u_texture, 0);
const u_resolution = gl.getUniformLocation(this.renderTextureProgram, 'u_resolution');
gl.uniform2fv(u_resolution, [this.renderWidth, this.renderHeight]);
const positionLocation = gl.getAttribLocation(this.renderTextureProgram, 'position');
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLocation);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
// --------------------
let preTexture = this.originalImageTexture;
// TODO: layersが0の場合にoriginalImageTextureをそのまま描画する
for (const layer of this.layers) {
const isLast = layer === this.layers.at(-1);
const cachedResultTexture = this.perLayerResultTextures.get(layer.id);
const resultTexture = cachedResultTexture ?? createTexture(gl);
if (cachedResultTexture == null) {
@ -244,30 +195,22 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.renderWidth, this.renderHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, null);
const cachedResultFrameBuffer = this.perLayerResultFrameBuffers.get(layer.id);
const resultFrameBuffer = cachedResultFrameBuffer ?? gl.createFramebuffer()!;
if (cachedResultFrameBuffer == null) {
this.perLayerResultFrameBuffers.set(layer.id, resultFrameBuffer);
if (isLast) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
} else {
const cachedResultFrameBuffer = this.perLayerResultFrameBuffers.get(layer.id);
const resultFrameBuffer = cachedResultFrameBuffer ?? gl.createFramebuffer()!;
if (cachedResultFrameBuffer == null) {
this.perLayerResultFrameBuffers.set(layer.id, resultFrameBuffer);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, resultFrameBuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, resultTexture, 0);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, resultFrameBuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, resultTexture, 0);
this.renderLayer(layer, preTexture);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
this.renderLayer(layer, preTexture, isLast);
preTexture = resultTexture;
}
// --------------------
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram(this.renderInvertedTextureProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, preTexture);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
public async setLayers(layers: ImageEffectorLayer[]) {
@ -347,8 +290,6 @@ export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, a
}
this.paramTextures.clear();
this.gl.deleteProgram(this.renderTextureProgram);
this.gl.deleteProgram(this.renderInvertedTextureProgram);
this.gl.deleteTexture(this.originalImageTexture);
if (disposeCanvas) {