/** * Image Filters in WebGL algoritm implementation * Based on: [WebGLImageFilter](https://github.com/phoboslab/WebGLImageFilter) * This module is written in ES5 JS and does not conform to code and style standards */ import * as shaders from './imagefxshaders'; class GLProgram { uniform = {}; attribute = {}; gl: WebGLRenderingContext; id: WebGLProgram; constructor(gl, vertexSource, fragmentSource) { this.gl = gl; const _vsh = this.compile(vertexSource, this.gl.VERTEX_SHADER); const _fsh = this.compile(fragmentSource, this.gl.FRAGMENT_SHADER); this.id = this.gl.createProgram() as WebGLProgram; this.gl.attachShader(this.id, _vsh); this.gl.attachShader(this.id, _fsh); this.gl.linkProgram(this.id); if (!this.gl.getProgramParameter(this.id, this.gl.LINK_STATUS)) throw new Error(`filter: gl link failed: ${this.gl.getProgramInfoLog(this.id)}`); this.gl.useProgram(this.id); this.collect(vertexSource, 'attribute', this.attribute); // Collect attributes for (const a in this.attribute) this.attribute[a] = this.gl.getAttribLocation(this.id, a); this.collect(vertexSource, 'uniform', this.uniform); // Collect uniforms this.collect(fragmentSource, 'uniform', this.uniform); for (const u in this.uniform) this.uniform[u] = this.gl.getUniformLocation(this.id, u); } collect = (source, prefix, collection) => { const r = new RegExp('\\b' + prefix + ' \\w+ (\\w+)', 'ig'); source.replace(r, (match, name) => { collection[name] = 0; return match; }); }; compile = (source, type): WebGLShader => { const shader = this.gl.createShader(type) as WebGLShader; this.gl.shaderSource(shader, source); this.gl.compileShader(shader); if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) throw new Error(`filter: gl compile failed: ${this.gl.getShaderInfoLog(shader)}`); return shader; }; } export function GLImageFilter(params) { if (!params) params = { }; let _drawCount = 0; let _sourceTexture = null; let _lastInChain = false; let _currentFramebufferIndex = -1; let _tempFramebuffers: [null, null] | [{ fbo: any, texture: any }] = [null, null]; let _filterChain: Record[] = []; let _width = -1; let _height = -1; let _vertexBuffer = null; let _currentProgram: GLProgram | null = null; const _canvas = params.canvas || typeof OffscreenCanvas !== 'undefined' ? new OffscreenCanvas(100, 100) : document.createElement('canvas'); const _shaderProgramCache = { }; // key is the shader program source, value is the compiled program const DRAW = { INTERMEDIATE: 1 }; const gl = _canvas.getContext('webgl'); if (!gl) throw new Error('filter: cannot get webgl context'); this.addFilter = function (name) { // eslint-disable-next-line prefer-rest-params const args = Array.prototype.slice.call(arguments, 1); const filter = _filter[name]; _filterChain.push({ func: filter, args }); }; this.reset = function () { _filterChain = []; }; const _resize = function (width, height) { if (width === _width && height === _height) return; // Same width/height? Nothing to do here _canvas.width = width; _width = width; _canvas.height = height; _height = height; if (!_vertexBuffer) { // Create the context if we don't have it yet const vertices = new Float32Array([-1, -1, 0, 1, 1, -1, 1, 1, -1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0]); // Create the vertex buffer for the two triangles [x, y, u, v] * 6 // eslint-disable-next-line no-unused-expressions (_vertexBuffer = gl.createBuffer(), gl.bindBuffer(gl.ARRAY_BUFFER, _vertexBuffer)); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); } gl.viewport(0, 0, _width, _height); _tempFramebuffers = [null, null]; // Delete old temp framebuffers }; const _createFramebufferTexture = function (width, height) { const fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); const renderbuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); 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.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); return { fbo, texture }; }; const _getTempFramebuffer = function (index) { _tempFramebuffers[index] = _tempFramebuffers[index] || _createFramebufferTexture(_width, _height); return _tempFramebuffers[index]; }; const _draw = function (flags = 0) { if (!_currentProgram) return; let source = null; let target = null; let flipY = false; if (_drawCount === 0) source = _sourceTexture; // First draw call - use the source texture else source = _getTempFramebuffer(_currentFramebufferIndex)?.texture; // All following draw calls use the temp buffer last drawn to _drawCount++; if (_lastInChain && !(flags & DRAW.INTERMEDIATE)) { // Last filter in our chain - draw directly to the WebGL Canvas. We may also have to flip the image vertically now target = null; flipY = _drawCount % 2 === 0; } else { _currentFramebufferIndex = (_currentFramebufferIndex + 1) % 2; target = _getTempFramebuffer(_currentFramebufferIndex)?.fbo; // Intermediate draw call - get a temp buffer to draw to } gl.bindTexture(gl.TEXTURE_2D, source); // Bind the source and target and draw the two triangles gl.bindFramebuffer(gl.FRAMEBUFFER, target); gl.uniform1f(_currentProgram.uniform['flipY'], (flipY ? -1 : 1)); gl.drawArrays(gl.TRIANGLES, 0, 6); }; this.apply = function (image) { _resize(image.width, image.height); _drawCount = 0; if (!_sourceTexture) _sourceTexture = gl.createTexture(); // Create the texture for the input image if we haven't yet gl.bindTexture(gl.TEXTURE_2D, _sourceTexture); 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); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); if (_filterChain.length === 0) { // draw when done with filters _draw(); } else { // apply filters one-by-one recursively for (let i = 0; i < _filterChain.length; i++) { _lastInChain = (i === _filterChain.length - 1); const f = _filterChain[i]; f.func.apply(this, f.args || []); } } return _canvas; }; const _compileShader = function (fragmentSource) { if (_shaderProgramCache[fragmentSource]) { _currentProgram = _shaderProgramCache[fragmentSource]; gl.useProgram(_currentProgram?.id); return _currentProgram; } _currentProgram = new GLProgram(gl, shaders.vertexIdentity, fragmentSource); const floatSize = Float32Array.BYTES_PER_ELEMENT; const vertSize = 4 * floatSize; gl.enableVertexAttribArray(_currentProgram.attribute['pos']); gl.vertexAttribPointer(_currentProgram.attribute['pos'], 2, gl.FLOAT, false, vertSize, 0 * floatSize); gl.enableVertexAttribArray(_currentProgram.attribute.uv); gl.vertexAttribPointer(_currentProgram.attribute['uv'], 2, gl.FLOAT, false, vertSize, 2 * floatSize); _shaderProgramCache[fragmentSource] = _currentProgram; return _currentProgram; }; // Color Matrix Filter: Used by most color filters const _filter = { colorMatrix: (matrix) => { const m = new Float32Array(matrix); // Create a Float32 Array and normalize the offset component to 0-1 m[4] /= 255; m[9] /= 255; m[14] /= 255; m[19] /= 255; const shader = (m[18] === 1 && m[3] === 0 && m[8] === 0 && m[13] === 0 && m[15] === 0 && m[16] === 0 && m[17] === 0 && m[19] === 0) // Can we ignore the alpha value? Makes things a bit faster. ? shaders.colorMatrixWithoutAlpha : shaders.colorMatrixWithAlpha; const program = _compileShader(shader); gl.uniform1fv(program?.uniform['m'], m); _draw(); }, brightness: (brightness) => { const b = (brightness || 0) + 1; _filter.colorMatrix([ b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, 1, 0, ]); }, saturation: (amount) => { const x = (amount || 0) * 2 / 3 + 1; const y = ((x - 1) * -0.5); _filter.colorMatrix([ x, y, y, 0, 0, y, x, y, 0, 0, y, y, x, 0, 0, 0, 0, 0, 1, 0, ]); }, desaturate: () => { _filter.saturation(-1); }, contrast: (amount) => { const v = (amount || 0) + 1; const o = -128 * (v - 1); _filter.colorMatrix([ v, 0, 0, 0, o, 0, v, 0, 0, o, 0, 0, v, 0, o, 0, 0, 0, 1, 0, ]); }, negative: () => { _filter.contrast(-2); }, hue: (rotation) => { rotation = (rotation || 0) / 180 * Math.PI; const cos = Math.cos(rotation); const sin = Math.sin(rotation); const lumR = 0.213; const lumG = 0.715; const lumB = 0.072; _filter.colorMatrix([ lumR + cos * (1 - lumR) + sin * (-lumR), lumG + cos * (-lumG) + sin * (-lumG), lumB + cos * (-lumB) + sin * (1 - lumB), 0, 0, lumR + cos * (-lumR) + sin * (0.143), lumG + cos * (1 - lumG) + sin * (0.140), lumB + cos * (-lumB) + sin * (-0.283), 0, 0, lumR + cos * (-lumR) + sin * (-(1 - lumR)), lumG + cos * (-lumG) + sin * (lumG), lumB + cos * (1 - lumB) + sin * (lumB), 0, 0, 0, 0, 0, 1, 0, ]); }, desaturateLuminance: () => { _filter.colorMatrix([ 0.2764723, 0.9297080, 0.0938197, 0, -37.1, 0.2764723, 0.9297080, 0.0938197, 0, -37.1, 0.2764723, 0.9297080, 0.0938197, 0, -37.1, 0, 0, 0, 1, 0, ]); }, sepia: () => { _filter.colorMatrix([ 0.393, 0.7689999, 0.18899999, 0, 0, 0.349, 0.6859999, 0.16799999, 0, 0, 0.272, 0.5339999, 0.13099999, 0, 0, 0, 0, 0, 1, 0, ]); }, brownie: () => { _filter.colorMatrix([ 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, 0, 0, 0, 1, 0, ]); }, vintagePinhole: () => { _filter.colorMatrix([ 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, 0, 0, 0, 1, 0, ]); }, kodachrome: () => { _filter.colorMatrix([ 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, 0, 0, 0, 1, 0, ]); }, technicolor: () => { _filter.colorMatrix([ 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, 0, 0, 0, 1, 0, ]); }, polaroid: () => { _filter.colorMatrix([ 1.438, -0.062, -0.062, 0, 0, -0.122, 1.378, -0.122, 0, 0, -0.016, -0.016, 1.483, 0, 0, 0, 0, 0, 1, 0, ]); }, shiftToBGR: () => { _filter.colorMatrix([ 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, ]); }, // Convolution Filter convolution: (matrix) => { const m = new Float32Array(matrix); const pixelSizeX = 1 / _width; const pixelSizeY = 1 / _height; const program = _compileShader(shaders.convolution); gl.uniform1fv(program?.uniform['m'], m); gl.uniform2f(program?.uniform['px'], pixelSizeX, pixelSizeY); _draw(); }, detectEdges: () => { _filter.convolution.call(this, [ 0, 1, 0, 1, -4, 1, 0, 1, 0, ]); }, sobelX: () => { _filter.convolution.call(this, [ -1, 0, 1, -2, 0, 2, -1, 0, 1, ]); }, sobelY: () => { _filter.convolution.call(this, [ -1, -2, -1, 0, 0, 0, 1, 2, 1, ]); }, sharpen: (amount) => { const a = amount || 1; _filter.convolution.call(this, [ 0, -1 * a, 0, -1 * a, 1 + 4 * a, -1 * a, 0, -1 * a, 0, ]); }, emboss: (size) => { const s = size || 1; _filter.convolution.call(this, [ -2 * s, -1 * s, 0, -1 * s, 1, 1 * s, 0, 1 * s, 2 * s, ]); }, // Blur Filter blur: (size) => { const blurSizeX = (size / 7) / _width; const blurSizeY = (size / 7) / _height; const program = _compileShader(shaders.blur); // Vertical gl.uniform2f(program?.uniform['px'], 0, blurSizeY); _draw(DRAW.INTERMEDIATE); // Horizontal gl.uniform2f(program?.uniform['px'], blurSizeX, 0); _draw(); }, // Pixelate Filter pixelate: (size) => { const blurSizeX = (size) / _width; const blurSizeY = (size) / _height; const program = _compileShader(shaders.pixelate); gl.uniform2f(program?.uniform['size'], blurSizeX, blurSizeY); _draw(); }, }; }