311 lines
9.6 KiB
TypeScript
311 lines
9.6 KiB
TypeScript
/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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import { createTexture, initShaderProgram } from '../webgl.js';
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export type ImageCompositorFunctionParams = Record<string, any>;
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export type ImageCompositorFunction<PS extends ImageCompositorFunctionParams = ImageCompositorFunctionParams> = {
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shader: string;
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main: (ctx: {
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gl: WebGL2RenderingContext;
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program: WebGLProgram;
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params: PS;
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u: Record<string, WebGLUniformLocation>;
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width: number;
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height: number;
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textures: Map<string, { texture: WebGLTexture; width: number; height: number; }>;
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}) => void;
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};
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export type ImageCompositorLayer = {
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id: string;
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functionId: string;
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params: Record<string, any>;
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};
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export function defineImageCompositorFunction<PS extends ImageCompositorFunctionParams>(fn: ImageCompositorFunction<PS>) {
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return fn;
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}
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// TODO: per layer cache
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export class ImageCompositor {
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private gl: WebGL2RenderingContext;
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private canvas: HTMLCanvasElement | null = null;
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private renderWidth: number;
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private renderHeight: number;
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private baseTexture: WebGLTexture;
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private shaderCache: Map<string, WebGLProgram> = new Map();
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private perLayerResultTextures: Map<string, WebGLTexture> = new Map();
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private perLayerResultFrameBuffers: Map<string, WebGLFramebuffer> = new Map();
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private nopProgram: WebGLProgram;
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private registeredTextures: Map<string, { texture: WebGLTexture; width: number; height: number; }> = new Map();
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private registeredFunctions: Map<string, ImageCompositorFunction & { id: string; uniforms: string[] }> = new Map();
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constructor(options: {
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canvas: HTMLCanvasElement;
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renderWidth: number;
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renderHeight: number;
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image: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement | null;
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}) {
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this.canvas = options.canvas;
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this.renderWidth = options.renderWidth;
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this.renderHeight = options.renderHeight;
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this.canvas.width = this.renderWidth;
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this.canvas.height = this.renderHeight;
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const gl = this.canvas.getContext('webgl2', {
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preserveDrawingBuffer: false,
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alpha: true,
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premultipliedAlpha: false,
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});
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if (gl == null) throw new Error('Failed to initialize WebGL2 context');
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this.gl = gl;
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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const VERTICES = new Float32Array([-1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1]);
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const vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
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if (options.image != null) {
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this.baseTexture = createTexture(gl);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, options.image.width, options.image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, options.image);
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gl.bindTexture(gl.TEXTURE_2D, null);
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} else {
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this.baseTexture = createTexture(gl);
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gl.activeTexture(gl.TEXTURE0);
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}
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this.nopProgram = initShaderProgram(this.gl, `#version 300 es
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in vec2 position;
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out vec2 in_uv;
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void main() {
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in_uv = (position + 1.0) / 2.0;
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gl_Position = vec4(position * vec2(1.0, -1.0), 0.0, 1.0);
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}
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`, `#version 300 es
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precision mediump float;
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in vec2 in_uv;
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uniform sampler2D u_texture;
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out vec4 out_color;
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void main() {
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out_color = texture(u_texture, in_uv);
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}
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`);
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// 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)
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// ref. https://qiita.com/emadurandal/items/5966c8374f03d4de3266
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const positionLocation = gl.getAttribLocation(this.nopProgram, 'position');
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(positionLocation);
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}
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private extractUniformNamesFromShader(shader: string): string[] {
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const uniformRegex = /uniform\s+\w+\s+(\w+)\s*;/g;
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const uniforms: string[] = [];
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let match;
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while ((match = uniformRegex.exec(shader)) !== null) {
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uniforms.push(match[1].replace(/^u_/, ''));
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}
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return uniforms;
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}
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private renderLayer(layer: ImageCompositorLayer, preTexture: WebGLTexture, invert = false) {
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const gl = this.gl;
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const fn = this.registeredFunctions.get(layer.functionId);
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if (fn == null) return;
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const cachedShader = this.shaderCache.get(fn.id);
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const shaderProgram = cachedShader ?? initShaderProgram(this.gl, `#version 300 es
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in vec2 position;
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uniform bool u_invert;
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out vec2 in_uv;
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void main() {
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in_uv = (position + 1.0) / 2.0;
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gl_Position = u_invert ? vec4(position * vec2(1.0, -1.0), 0.0, 1.0) : vec4(position, 0.0, 1.0);
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}
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`, fn.shader);
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if (cachedShader == null) {
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this.shaderCache.set(fn.id, shaderProgram);
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}
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gl.useProgram(shaderProgram);
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const in_resolution = gl.getUniformLocation(shaderProgram, 'in_resolution');
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gl.uniform2fv(in_resolution, [this.renderWidth, this.renderHeight]);
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const u_invert = gl.getUniformLocation(shaderProgram, 'u_invert');
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gl.uniform1i(u_invert, invert ? 1 : 0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, preTexture);
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const in_texture = gl.getUniformLocation(shaderProgram, 'in_texture');
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gl.uniform1i(in_texture, 0);
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fn.main({
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gl: gl,
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program: shaderProgram,
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params: layer.params,
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u: Object.fromEntries(fn.uniforms.map(u => [u, gl.getUniformLocation(shaderProgram, 'u_' + u)!])),
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width: this.renderWidth,
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height: this.renderHeight,
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textures: this.registeredTextures,
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});
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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public render(layers: ImageCompositorLayer[]) {
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const gl = this.gl;
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// 入力をそのまま出力
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if (layers.length === 0) {
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture);
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gl.useProgram(this.nopProgram);
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gl.uniform1i(gl.getUniformLocation(this.nopProgram, 'u_texture')!, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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return;
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}
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let preTexture = this.baseTexture;
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for (const layer of layers) {
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const isLast = layer === layers.at(-1);
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const cachedResultTexture = this.perLayerResultTextures.get(layer.id);
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const resultTexture = cachedResultTexture ?? createTexture(gl);
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if (cachedResultTexture == null) {
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this.perLayerResultTextures.set(layer.id, resultTexture);
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}
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gl.bindTexture(gl.TEXTURE_2D, resultTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.renderWidth, this.renderHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.bindTexture(gl.TEXTURE_2D, null);
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if (isLast) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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} else {
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const cachedResultFrameBuffer = this.perLayerResultFrameBuffers.get(layer.id);
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const resultFrameBuffer = cachedResultFrameBuffer ?? gl.createFramebuffer();
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if (cachedResultFrameBuffer == null) {
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this.perLayerResultFrameBuffers.set(layer.id, resultFrameBuffer);
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}
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gl.bindFramebuffer(gl.FRAMEBUFFER, resultFrameBuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, resultTexture, 0);
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}
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this.renderLayer(layer, preTexture, isLast);
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preTexture = resultTexture;
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}
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}
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public registerFunction(id: string, fn: ImageCompositorFunction) {
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const uniforms = this.extractUniformNamesFromShader(fn.shader);
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this.registeredFunctions.set(id, { ...fn, id, uniforms });
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}
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public registerTexture(key: string, image: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement) {
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const gl = this.gl;
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const existing = this.registeredTextures.get(key);
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if (existing != null) {
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gl.deleteTexture(existing.texture);
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this.registeredTextures.delete(key);
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}
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const texture = createTexture(gl);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.bindTexture(gl.TEXTURE_2D, null);
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this.registeredTextures.set(key, {
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texture: texture,
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width: image.width,
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height: image.height,
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});
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}
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public unregisterTexture(key: string) {
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const gl = this.gl;
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const existing = this.registeredTextures.get(key);
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if (existing != null) {
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gl.deleteTexture(existing.texture);
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this.registeredTextures.delete(key);
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}
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}
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public hasTexture(key: string) {
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return this.registeredTextures.has(key);
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}
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public getKeysOfRegisteredTextures() {
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return this.registeredTextures.keys();
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}
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public changeResolution(width: number, height: number) {
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if (this.renderWidth === width && this.renderHeight === height) return;
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this.renderWidth = width;
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this.renderHeight = height;
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if (this.canvas) {
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this.canvas.width = this.renderWidth;
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this.canvas.height = this.renderHeight;
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}
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this.gl.viewport(0, 0, this.renderWidth, this.renderHeight);
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}
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/*
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* 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
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*/
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public destroy(disposeCanvas = true) {
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this.gl.deleteProgram(this.nopProgram);
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for (const shader of this.shaderCache.values()) {
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this.gl.deleteProgram(shader);
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}
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this.shaderCache.clear();
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for (const texture of this.perLayerResultTextures.values()) {
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this.gl.deleteTexture(texture);
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}
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this.perLayerResultTextures.clear();
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for (const framebuffer of this.perLayerResultFrameBuffers.values()) {
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this.gl.deleteFramebuffer(framebuffer);
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}
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this.perLayerResultFrameBuffers.clear();
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for (const texture of this.registeredTextures.values()) {
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this.gl.deleteTexture(texture.texture);
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}
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this.registeredTextures.clear();
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this.gl.deleteTexture(this.baseTexture);
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if (disposeCanvas) {
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const loseContextExt = this.gl.getExtension('WEBGL_lose_context');
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if (loseContextExt) loseContextExt.loseContext();
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}
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}
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}
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