Files
image-studio/renderer/image-textures.ts
2026-07-03 16:23:38 +02:00

174 lines
5.6 KiB
TypeScript

import type { Asset } from "@core/asset";
import type { ScreenRect, WebGlRendererContext } from "./types";
export type ImageTextureRenderer = {
render(asset: Asset, rect: ScreenRect): boolean;
dispose(): void;
};
type TextureEntry =
| { status: "loading"; image: HTMLImageElement }
| { status: "ready"; texture: WebGLTexture }
| { status: "error" };
export function createImageTextureRenderer(context: WebGlRendererContext, invalidate: () => void): ImageTextureRenderer {
const { gl } = context;
const program = createProgram(gl);
const positionLocation = gl.getAttribLocation(program, "a_position");
const texCoordLocation = gl.getAttribLocation(program, "a_texCoord");
const samplerLocation = gl.getUniformLocation(program, "u_image");
const positionBuffer = gl.createBuffer();
const texCoordBuffer = gl.createBuffer();
const textures = new Map<string, TextureEntry>();
if (!positionBuffer || !texCoordBuffer || !samplerLocation) throw new Error("Failed to create image texture renderer");
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1]), gl.STATIC_DRAW);
return {
render(asset, rect) {
const entry = getTextureEntry(context, textures, asset, invalidate);
if (entry.status !== "ready") return false;
gl.disable(gl.SCISSOR_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, entry.texture);
gl.uniform1i(samplerLocation, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, rectVertices(context.canvas, rect), gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.enableVertexAttribArray(texCoordLocation);
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.disable(gl.BLEND);
gl.enable(gl.SCISSOR_TEST);
return true;
},
dispose() {
for (const entry of textures.values()) {
if (entry.status === "ready") gl.deleteTexture(entry.texture);
}
gl.deleteBuffer(positionBuffer);
gl.deleteBuffer(texCoordBuffer);
gl.deleteProgram(program);
},
};
}
function getTextureEntry(
context: WebGlRendererContext,
textures: Map<string, TextureEntry>,
asset: Asset,
invalidate: () => void,
): TextureEntry {
const cached = textures.get(asset.id);
if (cached) return cached;
const image = new Image();
textures.set(asset.id, { status: "loading", image });
image.onload = () => {
const texture = createTexture(context.gl, image);
textures.set(asset.id, { status: "ready", texture });
invalidate();
};
image.onerror = () => {
textures.set(asset.id, { status: "error" });
invalidate();
};
image.src = asset.source;
return { status: "loading", image };
}
function createTexture(gl: WebGL2RenderingContext, image: HTMLImageElement) {
const texture = gl.createTexture();
if (!texture) throw new Error("Failed to create image texture");
gl.bindTexture(gl.TEXTURE_2D, texture);
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.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
function rectVertices(canvas: HTMLCanvasElement, rect: ScreenRect) {
const x1 = (rect.x / canvas.width) * 2 - 1;
const x2 = ((rect.x + rect.w) / canvas.width) * 2 - 1;
const y1 = 1 - (rect.y / canvas.height) * 2;
const y2 = 1 - ((rect.y + rect.h) / canvas.height) * 2;
return new Float32Array([x1, y1, x2, y1, x1, y2, x1, y2, x2, y1, x2, y2]);
}
function createProgram(gl: WebGL2RenderingContext) {
const vertexShader = compileShader(
gl,
gl.VERTEX_SHADER,
`#version 300 es
in vec2 a_position;
in vec2 a_texCoord;
out vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
}`,
);
const fragmentShader = compileShader(
gl,
gl.FRAGMENT_SHADER,
`#version 300 es
precision mediump float;
uniform sampler2D u_image;
in vec2 v_texCoord;
out vec4 outColor;
void main() {
outColor = texture(u_image, v_texCoord);
}`,
);
const program = gl.createProgram();
if (!program) throw new Error("Failed to create image shader program");
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const message = gl.getProgramInfoLog(program) ?? "Unknown program link error";
gl.deleteProgram(program);
throw new Error(message);
}
return program;
}
function compileShader(gl: WebGL2RenderingContext, type: number, source: string) {
const shader = gl.createShader(type);
if (!shader) throw new Error("Failed to create shader");
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const message = gl.getShaderInfoLog(shader) ?? "Unknown shader compile error";
gl.deleteShader(shader);
throw new Error(message);
}
return shader;
}