human/src/image/imagefx.ts

443 lines
15 KiB
TypeScript

/**
* 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: string, 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();
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) || 'unknown'}`);
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) || 'unknown'}`);
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<string, unknown>[] = [];
let vertexBuffer: WebGLBuffer | null = null;
let currentProgram: GLProgram | null = null;
const fxcanvas = canvas(100, 100) as HTMLCanvasElement;
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: number[]) => { // 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: number) => {
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: number) => {
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: number) => {
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: number) => {
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: number[]) => { // 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: number) => {
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: number) => {
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: number) => {
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);
};
}