misskey/packages/frontend/src/utility/image-effector/ImageCompositor.ts

311 lines
9.6 KiB
TypeScript

/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { createTexture, initShaderProgram } from '../webgl.js';
export type ImageCompositorFunctionParams = Record<string, any>;
export type ImageCompositorFunction<PS extends ImageCompositorFunctionParams = ImageCompositorFunctionParams> = {
shader: string;
main: (ctx: {
gl: WebGL2RenderingContext;
program: WebGLProgram;
params: PS;
u: Record<string, WebGLUniformLocation>;
width: number;
height: number;
textures: Map<string, { texture: WebGLTexture; width: number; height: number; }>;
}) => void;
};
export type ImageCompositorLayer = {
id: string;
functionId: string;
params: Record<string, any>;
};
export function defineImageCompositorFunction<PS extends ImageCompositorFunctionParams>(fn: ImageCompositorFunction<PS>) {
return fn;
}
// TODO: per layer cache
export class ImageCompositor {
private gl: WebGL2RenderingContext;
private canvas: HTMLCanvasElement | null = null;
private renderWidth: number;
private renderHeight: number;
private baseTexture: WebGLTexture;
private shaderCache: Map<string, WebGLProgram> = new Map();
private perLayerResultTextures: Map<string, WebGLTexture> = new Map();
private perLayerResultFrameBuffers: Map<string, WebGLFramebuffer> = new Map();
private nopProgram: WebGLProgram;
private registeredTextures: Map<string, { texture: WebGLTexture; width: number; height: number; }> = new Map();
private registeredFunctions: Map<string, ImageCompositorFunction & { id: string; uniforms: string[] }> = new Map();
constructor(options: {
canvas: HTMLCanvasElement;
renderWidth: number;
renderHeight: number;
image: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement | null;
}) {
this.canvas = options.canvas;
this.renderWidth = options.renderWidth;
this.renderHeight = options.renderHeight;
this.canvas.width = this.renderWidth;
this.canvas.height = this.renderHeight;
const gl = this.canvas.getContext('webgl2', {
preserveDrawingBuffer: false,
alpha: true,
premultipliedAlpha: false,
});
if (gl == null) throw new Error('Failed to initialize WebGL2 context');
this.gl = gl;
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
const VERTICES = new Float32Array([-1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1]);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
if (options.image != null) {
this.baseTexture = createTexture(gl);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, options.image.width, options.image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, options.image);
gl.bindTexture(gl.TEXTURE_2D, null);
} else {
this.baseTexture = createTexture(gl);
gl.activeTexture(gl.TEXTURE0);
}
this.nopProgram = 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 * vec2(1.0, -1.0), 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);
}
`);
// レジスタ番号はシェーダープログラムに属しているわけではなく、独立の存在なので、とりあえず nopProgram を使って設定する(その後は効果が持続する)
// ref. https://qiita.com/emadurandal/items/5966c8374f03d4de3266
const positionLocation = gl.getAttribLocation(this.nopProgram, 'position');
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLocation);
}
private extractUniformNamesFromShader(shader: string): string[] {
const uniformRegex = /uniform\s+\w+\s+(\w+)\s*;/g;
const uniforms: string[] = [];
let match;
while ((match = uniformRegex.exec(shader)) !== null) {
uniforms.push(match[1].replace(/^u_/, ''));
}
return uniforms;
}
private renderLayer(layer: ImageCompositorLayer, preTexture: WebGLTexture, invert = false) {
const gl = this.gl;
const fn = this.registeredFunctions.get(layer.functionId);
if (fn == null) return;
const cachedShader = this.shaderCache.get(fn.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 = u_invert ? vec4(position * vec2(1.0, -1.0), 0.0, 1.0) : vec4(position, 0.0, 1.0);
}
`, fn.shader);
if (cachedShader == null) {
this.shaderCache.set(fn.id, shaderProgram);
}
gl.useProgram(shaderProgram);
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');
gl.uniform1i(in_texture, 0);
fn.main({
gl: gl,
program: shaderProgram,
params: layer.params,
u: Object.fromEntries(fn.uniforms.map(u => [u, gl.getUniformLocation(shaderProgram, 'u_' + u)!])),
width: this.renderWidth,
height: this.renderHeight,
textures: this.registeredTextures,
});
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
public render(layers: ImageCompositorLayer[]) {
const gl = this.gl;
// 入力をそのまま出力
if (layers.length === 0) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.baseTexture);
gl.useProgram(this.nopProgram);
gl.uniform1i(gl.getUniformLocation(this.nopProgram, 'u_texture')!, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
return;
}
let preTexture = this.baseTexture;
for (const layer of layers) {
const isLast = layer === layers.at(-1);
const cachedResultTexture = this.perLayerResultTextures.get(layer.id);
const resultTexture = cachedResultTexture ?? createTexture(gl);
if (cachedResultTexture == null) {
this.perLayerResultTextures.set(layer.id, resultTexture);
}
gl.bindTexture(gl.TEXTURE_2D, resultTexture);
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);
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);
}
this.renderLayer(layer, preTexture, isLast);
preTexture = resultTexture;
}
}
public registerFunction(id: string, fn: ImageCompositorFunction) {
const uniforms = this.extractUniformNamesFromShader(fn.shader);
this.registeredFunctions.set(id, { ...fn, id, uniforms });
}
public registerTexture(key: string, image: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement) {
const gl = this.gl;
const existing = this.registeredTextures.get(key);
if (existing != null) {
gl.deleteTexture(existing.texture);
this.registeredTextures.delete(key);
}
const texture = createTexture(gl);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.bindTexture(gl.TEXTURE_2D, null);
this.registeredTextures.set(key, {
texture: texture,
width: image.width,
height: image.height,
});
}
public unregisterTexture(key: string) {
const gl = this.gl;
const existing = this.registeredTextures.get(key);
if (existing != null) {
gl.deleteTexture(existing.texture);
this.registeredTextures.delete(key);
}
}
public hasTexture(key: string) {
return this.registeredTextures.has(key);
}
public getKeysOfRegisteredTextures() {
return this.registeredTextures.keys();
}
public changeResolution(width: number, height: number) {
if (this.renderWidth === width && this.renderHeight === height) return;
this.renderWidth = width;
this.renderHeight = height;
if (this.canvas) {
this.canvas.width = this.renderWidth;
this.canvas.height = this.renderHeight;
}
this.gl.viewport(0, 0, this.renderWidth, this.renderHeight);
}
/*
* disposeCanvas = true だとloseContextを呼ぶため、コンストラクタで渡されたcanvasも再利用不可になるので注意
*/
public destroy(disposeCanvas = true) {
this.gl.deleteProgram(this.nopProgram);
for (const shader of this.shaderCache.values()) {
this.gl.deleteProgram(shader);
}
this.shaderCache.clear();
for (const texture of this.perLayerResultTextures.values()) {
this.gl.deleteTexture(texture);
}
this.perLayerResultTextures.clear();
for (const framebuffer of this.perLayerResultFrameBuffers.values()) {
this.gl.deleteFramebuffer(framebuffer);
}
this.perLayerResultFrameBuffers.clear();
for (const texture of this.registeredTextures.values()) {
this.gl.deleteTexture(texture.texture);
}
this.registeredTextures.clear();
this.gl.deleteTexture(this.baseTexture);
if (disposeCanvas) {
const loseContextExt = this.gl.getExtension('WEBGL_lose_context');
if (loseContextExt) loseContextExt.loseContext();
}
}
}