/** * Image Filters in WebGL algoritm implementation * Based on: [WebGLImageFilter](https://github.com/phoboslab/WebGLImageFilter) */ /* eslint-disable func-names */ import * as shaders from './imagefxshaders'; import { canvas } from './image'; import { log } from '../util/util'; const collect = (source, prefix, collection) => { const r = new RegExp('\\b' + prefix + ' \\w+ (\\w+)', 'ig'); source.replace(r, (match, name) => { collection[name] = 0; return match; }); }; class GLProgram { uniform = {}; attribute = {}; gl: WebGLRenderingContext; id: WebGLProgram; constructor(gl, vertexSource, fragmentSource) { this.gl = gl; const vertexShader = this.compile(vertexSource, this.gl.VERTEX_SHADER); const fragmentShader = this.compile(fragmentSource, this.gl.FRAGMENT_SHADER); this.id = this.gl.createProgram() as WebGLProgram; if (!vertexShader || !fragmentShader) return; if (!this.id) { log('filter: could not create webgl program'); return; } this.gl.attachShader(this.id, vertexShader); this.gl.attachShader(this.id, fragmentShader); this.gl.linkProgram(this.id); if (!this.gl.getProgramParameter(this.id, this.gl.LINK_STATUS)) { log(`filter: gl link failed: ${this.gl.getProgramInfoLog(this.id)}`); return; } this.gl.useProgram(this.id); collect(vertexSource, 'attribute', this.attribute); // Collect attributes for (const a in this.attribute) this.attribute[a] = this.gl.getAttribLocation(this.id, a); collect(vertexSource, 'uniform', this.uniform); // Collect uniforms collect(fragmentSource, 'uniform', this.uniform); for (const u in this.uniform) this.uniform[u] = this.gl.getUniformLocation(this.id, u); } compile = (source, type): WebGLShader | null => { const shader = this.gl.createShader(type); if (!shader) { log('filter: could not create shader'); return null; } this.gl.shaderSource(shader, source); this.gl.compileShader(shader); if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { log(`filter: gl compile failed: ${this.gl.getShaderInfoLog(shader)}`); return null; } return shader; }; } // function that is instantiated as class so it has private this members /** * @class GLImageFilter * @property {function} reset reset current filter chain * @property {function} add add specified filter to filter chain * @property {function} apply execute filter chain and draw result * @property {function} draw just draw input to result */ export function GLImageFilter() { let drawCount = 0; let sourceTexture: WebGLTexture | null = null; let lastInChain = false; let currentFramebufferIndex = -1; let tempFramebuffers: [null, null] | [{ fbo: WebGLFramebuffer | null, texture: WebGLTexture | null }] = [null, null]; let filterChain: Record[] = []; let vertexBuffer: WebGLBuffer | null = null; let currentProgram: GLProgram | null = null; const fxcanvas = canvas(100, 100); const shaderProgramCache = { }; // key is the shader program source, value is the compiled program const DRAW = { INTERMEDIATE: 1 }; const gl = fxcanvas.getContext('webgl') as WebGLRenderingContext; if (!gl) { log('filter: cannot get webgl context'); return; } // @ts-ignore used for sanity checks outside of imagefx this.gl = gl; function resize(width, height) { if (width === fxcanvas.width && height === fxcanvas.height) return; // Same width/height? Nothing to do here fxcanvas.width = width; fxcanvas.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 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, fxcanvas.width, fxcanvas.height); tempFramebuffers = [null, null]; // Delete old temp framebuffers } function createFramebufferTexture(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 }; } function getTempFramebuffer(index): { fbo: WebGLFramebuffer | null, texture: WebGLTexture | null } { tempFramebuffers[index] = tempFramebuffers[index] || createFramebufferTexture(fxcanvas.width, fxcanvas.height); return tempFramebuffers[index] as { fbo: WebGLFramebuffer, texture: WebGLTexture }; } function draw(flags = 0) { if (!currentProgram) return; let source: WebGLTexture | null = null; let target: WebGLFramebuffer | null = null; let flipY = false; if (drawCount === 0) source = sourceTexture; // First draw call - use the source texture else source = getTempFramebuffer(currentFramebufferIndex).texture || null; // 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 || null; // 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); } function compileShader(fragmentSource): GLProgram | null { if (shaderProgramCache[fragmentSource]) { currentProgram = shaderProgramCache[fragmentSource]; gl.useProgram((currentProgram ? currentProgram.id : null) || null); return currentProgram; } currentProgram = new GLProgram(gl, shaders.vertexIdentity, fragmentSource); if (!currentProgram) { log('filter: could not get webgl program'); return null; } 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; } const filter = { colorMatrix: (matrix) => { // general color matrix filter const m = new Float32Array(matrix); 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); if (!program) return; 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: (matrix) => { // general convolution Filter const m = new Float32Array(matrix); const pixelSizeX = 1 / fxcanvas.width; const pixelSizeY = 1 / fxcanvas.height; const program = compileShader(shaders.convolution); if (!program) return; gl.uniform1fv(program.uniform['m'], m); gl.uniform2f(program.uniform['px'], pixelSizeX, pixelSizeY); draw(); }, detectEdges: () => { // @ts-ignore this filter.convolution.call(this, [ 0, 1, 0, 1, -4, 1, 0, 1, 0, ]); }, sobelX: () => { // @ts-ignore this filter.convolution.call(this, [ -1, 0, 1, -2, 0, 2, -1, 0, 1, ]); }, sobelY: () => { // @ts-ignore this filter.convolution.call(this, [ -1, -2, -1, 0, 0, 0, 1, 2, 1, ]); }, sharpen: (amount) => { const a = amount || 1; // @ts-ignore this 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; // @ts-ignore this filter.convolution.call(this, [ -2 * s, -1 * s, 0, -1 * s, 1, 1 * s, 0, 1 * s, 2 * s, ]); }, blur: (size) => { const blurSizeX = (size / 7) / fxcanvas.width; const blurSizeY = (size / 7) / fxcanvas.height; const program = compileShader(shaders.blur); if (!program) return; // Vertical gl.uniform2f(program.uniform['px'], 0, blurSizeY); draw(DRAW.INTERMEDIATE); // Horizontal gl.uniform2f(program.uniform['px'], blurSizeX, 0); draw(); }, pixelate: (size) => { const blurSizeX = (size) / fxcanvas.width; const blurSizeY = (size) / fxcanvas.height; const program = compileShader(shaders.pixelate); if (!program) return; gl.uniform2f(program.uniform['size'], blurSizeX, blurSizeY); draw(); }, }; // @ts-ignore this this.add = function (name) { const args = Array.prototype.slice.call(arguments, 1); // eslint-disable-line prefer-rest-params const func = filter[name]; filterChain.push({ func, args }); }; // @ts-ignore this this.reset = function () { filterChain = []; }; // @ts-ignore this this.get = function () { return filterChain; }; // @ts-ignore this 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); for (let i = 0; i < filterChain.length; i++) { lastInChain = (i === filterChain.length - 1); const f = filterChain[i]; // @ts-ignore function assigment f.func.apply(this, f.args || []); } return fxcanvas; }; // @ts-ignore this this.draw = function (image) { this.add('brightness', 0); return this.apply(image); }; }