/** * WebGL-2D.js - HTML5 Canvas2D API in a WebGL context * * Created by Corban Brook on 2011-03-02. * Amended to by Bobby Richter on 2011-03-03 * CubicVR.js by Charles Cliffe on 2011-03-03 * */ /* * Copyright (c) 2011 Corban Brook * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * */ /** * Usage: * * var cvs = document.getElementById("myCanvas"); * * WebGL2D.enable(cvs); // adds "webgl-2d" to cvs * * cvs.getContext("webgl-2d"); * */ (function(Math, undefined) { // Vector & Matrix libraries from CubicVR.js var M_PI = 3.1415926535897932384626433832795028841968; var M_TWO_PI = 2.0 * M_PI; var M_HALF_PI = M_PI / 2.0; function isPOT(value) { return value > 0 && ((value - 1) & value) === 0; } var vec3 = { length: function(pt) { return Math.sqrt(pt[0] * pt[0] + pt[1] * pt[1] + pt[2] * pt[2]); }, normalize: function(pt) { var d = Math.sqrt((pt[0] * pt[0]) + (pt[1] * pt[1]) + (pt[2] * pt[2])); if (d === 0) { return [0, 0, 0]; } return [pt[0] / d, pt[1] / d, pt[2] / d]; }, dot: function(v1, v2) { return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; }, angle: function(v1, v2) { return Math.acos((v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]) / (Math.sqrt(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2]) * Math.sqrt(v2[0] * v2[0] + v2[1] * v2[1] + v2[2] * v2[2]))); }, cross: function(vectA, vectB) { return [vectA[1] * vectB[2] - vectB[1] * vectA[2], vectA[2] * vectB[0] - vectB[2] * vectA[0], vectA[0] * vectB[1] - vectB[0] * vectA[1]]; }, multiply: function(vectA, constB) { return [vectA[0] * constB, vectA[1] * constB, vectA[2] * constB]; }, add: function(vectA, vectB) { return [vectA[0] + vectB[0], vectA[1] + vectB[1], vectA[2] + vectB[2]]; }, subtract: function(vectA, vectB) { return [vectA[0] - vectB[0], vectA[1] - vectB[1], vectA[2] - vectB[2]]; }, equal: function(a, b) { var epsilon = 0.0000001; if ((a === undefined) && (b === undefined)) { return true; } if ((a === undefined) || (b === undefined)) { return false; } return (Math.abs(a[0] - b[0]) < epsilon && Math.abs(a[1] - b[1]) < epsilon && Math.abs(a[2] - b[2]) < epsilon); } }; var mat3 = { identity: [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0], multiply: function (m1, m2) { var m10 = m1[0], m11 = m1[1], m12 = m1[2], m13 = m1[3], m14 = m1[4], m15 = m1[5], m16 = m1[6], m17 = m1[7], m18 = m1[8], m20 = m2[0], m21 = m2[1], m22 = m2[2], m23 = m2[3], m24 = m2[4], m25 = m2[5], m26 = m2[6], m27 = m2[7], m28 = m2[8]; m2[0] = m20 * m10 + m23 * m11 + m26 * m12; m2[1] = m21 * m10 + m24 * m11 + m27 * m12; m2[2] = m22 * m10 + m25 * m11 + m28 * m12; m2[3] = m20 * m13 + m23 * m14 + m26 * m15; m2[4] = m21 * m13 + m24 * m14 + m27 * m15; m2[5] = m22 * m13 + m25 * m14 + m28 * m15; m2[6] = m20 * m16 + m23 * m17 + m26 * m18; m2[7] = m21 * m16 + m24 * m17 + m27 * m18; m2[8] = m22 * m16 + m25 * m17 + m28 * m18; }, vec2_multiply: function (m1, m2) { var mOut = []; mOut[0] = m2[0] * m1[0] + m2[3] * m1[1] + m2[6]; mOut[1] = m2[1] * m1[0] + m2[4] * m1[1] + m2[7]; return mOut; }, transpose: function (m) { return [m[0], m[3], m[6], m[1], m[4], m[7], m[2], m[5], m[8]]; } }; //mat3 // Transform library from CubicVR.js function Transform(mat) { return this.clearStack(mat); } var STACK_DEPTH_LIMIT = 16; Transform.prototype.clearStack = function(init_mat) { this.m_stack = []; this.m_cache = []; this.c_stack = 0; this.valid = 0; this.result = null; for (var i = 0; i < STACK_DEPTH_LIMIT; i++) { this.m_stack[i] = this.getIdentity(); } if (init_mat !== undefined) { this.m_stack[0] = init_mat; } else { this.setIdentity(); } }; //clearStack Transform.prototype.setIdentity = function() { this.m_stack[this.c_stack] = this.getIdentity(); if (this.valid === this.c_stack && this.c_stack) { this.valid--; } }; Transform.prototype.getIdentity = function() { return [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]; }; Transform.prototype.getResult = function() { if (!this.c_stack) { return this.m_stack[0]; } var m = mat3.identity; if (this.valid > this.c_stack-1) { this.valid = this.c_stack-1; } for (var i = this.valid; i < this.c_stack+1; i++) { m = mat3.multiply(this.m_stack[i],m); this.m_cache[i] = m; } this.valid = this.c_stack-1; this.result = this.m_cache[this.c_stack]; return this.result; }; Transform.prototype.pushMatrix = function() { this.c_stack++; this.m_stack[this.c_stack] = this.getIdentity(); }; Transform.prototype.popMatrix = function() { if (this.c_stack === 0) { return; } this.c_stack--; }; var translateMatrix = Transform.prototype.getIdentity(); Transform.prototype.translate = function(x, y) { translateMatrix[6] = x; translateMatrix[7] = y; mat3.multiply(translateMatrix, this.m_stack[this.c_stack]); /* if (this.valid === this.c_stack && this.c_stack) { this.valid--; } */ }; var scaleMatrix = Transform.prototype.getIdentity(); Transform.prototype.scale = function(x, y) { scaleMatrix[0] = x; scaleMatrix[4] = y; mat3.multiply(scaleMatrix, this.m_stack[this.c_stack]); /* if (this.valid === this.c_stack && this.c_stack) { this.valid--; } */ }; var rotateMatrix = Transform.prototype.getIdentity(); Transform.prototype.rotate = function(ang) { var sAng, cAng; sAng = Math.sin(-ang); cAng = Math.cos(-ang); rotateMatrix[0] = cAng; rotateMatrix[3] = sAng; rotateMatrix[1] = -sAng; rotateMatrix[4] = cAng; mat3.multiply(rotateMatrix, this.m_stack[this.c_stack]); /* if (this.valid === this.c_stack && this.c_stack) { this.valid--; } */ }; var WebGL2D = this.WebGL2D = function WebGL2D(canvas, options) { this.canvas = canvas; this.options = options || {}; this.gl = undefined; this.fs = undefined; this.vs = undefined; this.shaderProgram = undefined; this.transform = new Transform(); this.shaderPool = []; this.maxTextureSize = undefined; // Save a reference to the WebGL2D instance on the canvas object canvas.gl2d = this; // Store getContext function for later use canvas.$getContext = canvas.getContext; // Override getContext function with "webgl-2d" enabled version canvas.getContext = (function(gl2d) { return function(context) { if ((gl2d.options.force || context === "webgl-2d") && !(canvas.width === 0 || canvas.height === 0)) { if (gl2d.gl) { return gl2d.gl; } var gl = gl2d.gl = gl2d.canvas.$getContext("experimental-webgl"); gl2d.initShaders(); gl2d.initBuffers(); // Append Canvas2D API features to the WebGL context gl2d.initCanvas2DAPI(); gl.viewport(0, 0, gl2d.canvas.width, gl2d.canvas.height); // Default white background gl.clearColor(1, 1, 1, 1); gl.clear(gl.COLOR_BUFFER_BIT); // | gl.DEPTH_BUFFER_BIT); // Disables writing to dest-alpha gl.colorMask(1,1,1,0); // Depth options //gl.enable(gl.DEPTH_TEST); //gl.depthFunc(gl.LEQUAL); // Blending options gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl2d.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); return gl; } else { return gl2d.canvas.$getContext(context); } }; }(this)); this.postInit(); }; // Enables WebGL2D on your canvas WebGL2D.enable = function(canvas, options) { return canvas.gl2d || new WebGL2D(canvas, options); }; // Shader Pool BitMasks, i.e. sMask = (shaderMask.texture+shaderMask.stroke) var shaderMask = { texture: 1, crop: 2, path: 4 }; // Fragment shader source WebGL2D.prototype.getFragmentShaderSource = function getFragmentShaderSource(sMask) { var fsSource = [ "#ifdef GL_ES", "precision highp float;", "#endif", "#define hasTexture " + ((sMask&shaderMask.texture) ? "1" : "0"), "#define hasCrop " + ((sMask&shaderMask.crop) ? "1" : "0"), "varying vec4 vColor;", "#if hasTexture", "varying vec2 vTextureCoord;", "uniform sampler2D uSampler;", "#if hasCrop", "uniform vec4 uCropSource;", "#endif", "#endif", "void main(void) {", "#if hasTexture", "#if hasCrop", "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x * uCropSource.z, vTextureCoord.y * uCropSource.w) + uCropSource.xy);", "#else", "gl_FragColor = texture2D(uSampler, vTextureCoord);", "#endif", "#else", "gl_FragColor = vColor;", "#endif", "}" ].join("\n"); return fsSource; }; WebGL2D.prototype.getVertexShaderSource = function getVertexShaderSource(stackDepth,sMask) { var w = 2 / this.canvas.width, h = -2 / this.canvas.height; stackDepth = stackDepth || 1; var vsSource = [ "#define hasTexture " + ((sMask&shaderMask.texture) ? "1" : "0"), "attribute vec4 aVertexPosition;", "#if hasTexture", "varying vec2 vTextureCoord;", "#endif", "uniform vec4 uColor;", "uniform mat3 uTransforms[" + stackDepth + "];", "varying vec4 vColor;", "const mat4 pMatrix = mat4(" + w + ",0,0,0, 0," + h + ",0,0, 0,0,1.0,1.0, -1.0,1.0,0,0);", "mat3 crunchStack(void) {", "mat3 result = uTransforms[0];", "for (int i = 1; i < " + stackDepth + "; ++i) {", "result = uTransforms[i] * result;", "}", "return result;", "}", "void main(void) {", "vec3 position = crunchStack() * vec3(aVertexPosition.x, aVertexPosition.y, 1.0);", "gl_Position = pMatrix * vec4(position, 1.0);", "vColor = uColor;", "#if hasTexture", "vTextureCoord = aVertexPosition.zw;", "#endif", "}" ].join("\n"); return vsSource; }; // Initialize fragment and vertex shaders WebGL2D.prototype.initShaders = function initShaders(transformStackDepth,sMask) { var gl = this.gl; transformStackDepth = transformStackDepth || 1; sMask = sMask || 0; var storedShader = this.shaderPool[transformStackDepth]; if (!storedShader) { storedShader = this.shaderPool[transformStackDepth] = []; } storedShader = storedShader[sMask]; if (storedShader) { gl.useProgram(storedShader); this.shaderProgram = storedShader; return storedShader; } else { var fs = this.fs = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(this.fs, this.getFragmentShaderSource(sMask)); gl.compileShader(this.fs); if (!gl.getShaderParameter(this.fs, gl.COMPILE_STATUS)) { throw "fragment shader error: "+gl.getShaderInfoLog(this.fs); } var vs = this.vs = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(this.vs, this.getVertexShaderSource(transformStackDepth,sMask)); gl.compileShader(this.vs); if (!gl.getShaderParameter(this.vs, gl.COMPILE_STATUS)) { throw "vertex shader error: "+gl.getShaderInfoLog(this.vs); } var shaderProgram = this.shaderProgram = gl.createProgram(); shaderProgram.stackDepth = transformStackDepth; gl.attachShader(shaderProgram, fs); gl.attachShader(shaderProgram, vs); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { throw "Could not initialise shaders."; } gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); shaderProgram.uColor = gl.getUniformLocation(shaderProgram, 'uColor'); shaderProgram.uSampler = gl.getUniformLocation(shaderProgram, 'uSampler'); shaderProgram.uCropSource = gl.getUniformLocation(shaderProgram, 'uCropSource'); shaderProgram.uTransforms = []; for (var i=0; i 100 ? 1 : s / 100; s = s < 0 ? 0 : s; l = l > 100 ? 1 : l / 100; l = l < 0 ? 0 : l; m2 = l <= 0.5 ? l * (s + 1) : l + s - l * s; m1 = l * 2 - m2; function getHue(value) { var hue; if (value * 6 < 1) { hue = m1 + (m2 - m1) * value * 6; } else if (value * 2 < 1) { hue = m2; } else if (value * 3 < 2) { hue = m1 + (m2 - m1) * (2/3 - value) * 6; } else { hue = m1; } return hue; } r = getHue(h + 1/3); g = getHue(h); b = getHue(h - 1/3); return [r, g, b, a]; } // Converts rgb(a) color string to gl color vector function colorStringToVec4(value) { var result = [], match, channel, isPercent, hasAlpha, alphaChannel, sameType; if ((match = reRGBAColor.exec(value))) { hasAlpha = match[1], alphaChannel = parseFloat(match[8]); if ((hasAlpha && isNaN(alphaChannel)) || (!hasAlpha && !isNaN(alphaChannel))) { return false; } sameType = match[3]; for (var i = 2; i < 8; i+=2) { channel = match[i], isPercent = match[i+1]; if (isPercent !== sameType) { return false; } // Clamp and normalize values if (isPercent) { channel = channel > 100 ? 1 : channel / 100; channel = channel < 0 ? 0 : channel; } else { channel = channel > 255 ? 1 : channel / 255; channel = channel < 0 ? 0 : channel; } result.push(channel); } result.push(hasAlpha ? alphaChannel : 1.0); } else if ((match = reHSLAColor.exec(value))) { hasAlpha = match[1], alphaChannel = parseFloat(match[5]); result = HSLAToRGBA(match[2], match[3], match[4], parseFloat(hasAlpha && alphaChannel ? alphaChannel : 1.0)); } else if ((match = reHex6Color.exec(value))) { var colorInt = parseInt(match[1], 16); result = [((colorInt & 0xFF0000) >> 16) / 255, ((colorInt & 0x00FF00) >> 8) / 255, (colorInt & 0x0000FF) / 255, 1.0]; } else if ((match = reHex3Color.exec(value))) { var hexString = "#" + [match[1], match[1], match[2], match[2], match[3], match[3]].join(""); result = colorStringToVec4(hexString); } else if (value.toLowerCase() in colorKeywords) { result = colorStringToVec4(colorKeywords[value.toLowerCase()]); } else if (value.toLowerCase() === "transparent") { result = [0, 0, 0, 0]; } else { // Color keywords not yet implemented, ie "orange", return hot pink return false; } return result; } function colorVecToString(vec4) { return "rgba(" + (vec4[0] * 255) + ", " + (vec4[1] * 255) + ", " + (vec4[2] * 255) + ", " + parseFloat(vec4[3]) + ")"; } var colorKeywords = { aliceblue: "#f0f8ff", antiquewhite: "#faebd7", aqua: "#00ffff", aquamarine: "#7fffd4", azure: "#f0ffff", beige: "#f5f5dc", bisque: "#ffe4c4", black: "#000000", blanchedalmond: "#ffebcd", blue: "#0000ff", blueviolet: "#8a2be2", brown: "#a52a2a", burlywood: "#deb887", cadetblue: "#5f9ea0", chartreuse: "#7fff00", chocolate: "#d2691e", coral: "#ff7f50", cornflowerblue: "#6495ed", cornsilk: "#fff8dc", crimson: "#dc143c", cyan: "#00ffff", darkblue: "#00008b", darkcyan: "#008b8b", darkgoldenrod: "#b8860b", darkgray: "#a9a9a9", darkgreen: "#006400", darkkhaki: "#bdb76b", darkmagenta: "#8b008b", darkolivegreen: "#556b2f", darkorange: "#ff8c00", darkorchid: "#9932cc", darkred: "#8b0000", darksalmon: "#e9967a", darkseagreen: "#8fbc8f", darkslateblue: "#483d8b", darkslategray: "#2f4f4f", darkturquoise: "#00ced1", darkviolet: "#9400d3", deeppink: "#ff1493", deepskyblue: "#00bfff", dimgray: "#696969", dodgerblue: "#1e90ff", firebrick: "#b22222", floralwhite: "#fffaf0", forestgreen: "#228b22", fuchsia: "#ff00ff", gainsboro: "#dcdcdc", ghostwhite: "#f8f8ff", gold: "#ffd700", goldenrod: "#daa520", gray: "#808080", green: "#008000", greenyellow: "#adff2f", grey: "#808080", honeydew: "#f0fff0", hotpink: "#ff69b4", indianred: "#cd5c5c", indigo: "#4b0082", ivory: "#fffff0", khaki: "#f0e68c", lavender: "#e6e6fa", lavenderblush: "#fff0f5", lawngreen: "#7cfc00", lemonchiffon: "#fffacd", lightblue: "#add8e6", lightcoral: "#f08080", lightcyan: "#e0ffff", lightgoldenrodyellow: "#fafad2", lightgrey: "#d3d3d3", lightgreen: "#90ee90", lightpink: "#ffb6c1", lightsalmon: "#ffa07a", lightseagreen: "#20b2aa", lightskyblue: "#87cefa", lightslategray: "#778899", lightsteelblue: "#b0c4de", lightyellow: "#ffffe0", lime: "#00ff00", limegreen: "#32cd32", linen: "#faf0e6", magenta: "#ff00ff", maroon: "#800000", mediumaquamarine: "#66cdaa", mediumblue: "#0000cd", mediumorchid: "#ba55d3", mediumpurple: "#9370d8", mediumseagreen: "#3cb371", mediumslateblue: "#7b68ee", mediumspringgreen: "#00fa9a", mediumturquoise: "#48d1cc", mediumvioletred: "#c71585", midnightblue: "#191970", mintcream: "#f5fffa", mistyrose: "#ffe4e1", moccasin: "#ffe4b5", navajowhite: "#ffdead", navy: "#000080", oldlace: "#fdf5e6", olive: "#808000", olivedrab: "#6b8e23", orange: "#ffa500", orangered: "#ff4500", orchid: "#da70d6", palegoldenrod: "#eee8aa", palegreen: "#98fb98", paleturquoise: "#afeeee", palevioletred: "#d87093", papayawhip: "#ffefd5", peachpuff: "#ffdab9", peru: "#cd853f", pink: "#ffc0cb", plum: "#dda0dd", powderblue: "#b0e0e6", purple: "#800080", red: "#ff0000", rosybrown: "#bc8f8f", royalblue: "#4169e1", saddlebrown: "#8b4513", salmon: "#fa8072", sandybrown: "#f4a460", seagreen: "#2e8b57", seashell: "#fff5ee", sienna: "#a0522d", silver: "#c0c0c0", skyblue: "#87ceeb", slateblue: "#6a5acd", slategray: "#708090", snow: "#fffafa", springgreen: "#00ff7f", steelblue: "#4682b4", tan: "#d2b48c", teal: "#008080", thistle: "#d8bfd8", tomato: "#ff6347", turquoise: "#40e0d0", violet: "#ee82ee", wheat: "#f5deb3", white: "#ffffff", whitesmoke: "#f5f5f5", yellow: "#ffff00", yellowgreen: "#9acd32" }; // Maintain drawing state params during gl.save and gl.restore. see saveDrawState() and restoreDrawState() var drawState = {}, drawStateStack = []; // A fast simple shallow clone function cloneObject(obj) { var target = {}; for (var i in obj) { if (obj.hasOwnProperty(i)) { target[i] = obj[i]; } } return target; } function saveDrawState() { var bakedDrawState = { fillStyle: [drawState.fillStyle[0], drawState.fillStyle[1], drawState.fillStyle[2], drawState.fillStyle[3]], strokeStyle: [drawState.strokeStyle[0], drawState.strokeStyle[1], drawState.strokeStyle[2], drawState.strokeStyle[3]], globalAlpha: drawState.globalAlpha, globalCompositeOperation: drawState.globalCompositeOperation, lineCap: drawState.lineCap, lineJoin: drawState.lineJoin, lineWidth: drawState.lineWidth, miterLimit: drawState.miterLimit, shadowColor: drawState.shadowColor, shadowBlur: drawState.shadowBlur, shadowOffsetX: drawState.shadowOffsetX, shadowOffsetY: drawState.shadowOffsetY, textAlign: drawState.textAlign, font: drawState.font, textBaseline: drawState.textBaseline }; drawStateStack.push(bakedDrawState); } function restoreDrawState() { if (drawStateStack.length) { drawState = drawStateStack.pop(); } } // WebGL requires colors as a vector while Canvas2D sets colors as an rgba string // These getters and setters store the original rgba string as well as convert to a vector drawState.fillStyle = [0, 0, 0, 1]; // default black Object.defineProperty(gl, "fillStyle", { get: function() { return colorVecToString(drawState.fillStyle); }, set: function(value) { drawState.fillStyle = colorStringToVec4(value) || drawState.fillStyle; } }); drawState.strokeStyle = [0, 0, 0, 1]; // default black Object.defineProperty(gl, "strokeStyle", { get: function() { return colorVecToString(drawState.strokeStyle); }, set: function(value) { drawState.strokeStyle = colorStringToVec4(value) || drawStyle.strokeStyle; } }); // WebGL already has a lineWidth() function but Canvas2D requires a lineWidth property // Store the original lineWidth() function for later use gl.$lineWidth = gl.lineWidth; drawState.lineWidth = 1.0; Object.defineProperty(gl, "lineWidth", { get: function() { return drawState.lineWidth; }, set: function(value) { gl.$lineWidth(value); drawState.lineWidth = value; } }); // Currently unsupported attributes and their default values drawState.lineCap = "butt"; Object.defineProperty(gl, "lineCap", { get: function() { return drawState.lineCap; }, set: function(value) { drawState.lineCap = value; } }); drawState.lineJoin = "miter"; Object.defineProperty(gl, "lineJoin", { get: function() { return drawState.lineJoin; }, set: function(value) { drawState.lineJoin = value; } }); drawState.miterLimit = 10; Object.defineProperty(gl, "miterLimit", { get: function() { return drawState.miterLimit; }, set: function(value) { drawState.miterLimit = value; } }); drawState.shadowOffsetX = 0; Object.defineProperty(gl, "shadowOffsetX", { get: function() { return drawState.shadowOffsetX; }, set: function(value) { drawState.shadowOffsetX = value; } }); drawState.shadowOffsetY = 0; Object.defineProperty(gl, "shadowOffsetY", { get: function() { return drawState.shadowOffsetY; }, set: function(value) { drawState.shadowOffsetY = value; } }); drawState.shadowBlur = 0; Object.defineProperty(gl, "shadowBlur", { get: function() { return drawState.shadowBlur; }, set: function(value) { drawState.shadowBlur = value; } }); drawState.shadowColor = "rgba(0, 0, 0, 0.0)"; Object.defineProperty(gl, "shadowColor", { get: function() { return drawState.shadowColor; }, set: function(value) { drawState.shadowColor = value; } }); drawState.font = "10px sans-serif"; Object.defineProperty(gl, "font", { get: function() { return drawState.font; }, set: function(value) { textCtx.font = value; drawState.font = value; } }); drawState.textAlign = "start"; Object.defineProperty(gl, "textAlign", { get: function() { return drawState.textAlign; }, set: function(value) { drawState.textAlign = value; } }); drawState.textBaseline = "alphabetic"; Object.defineProperty(gl, "textBaseline", { get: function() { return drawState.textBaseline; }, set: function(value) { drawState.textBaseline = value; } }); // This attribute will need to control global alpha of objects drawn. drawState.globalAlpha = 1.0; Object.defineProperty(gl, "globalAlpha", { get: function() { return drawState.globalAlpha; }, set: function(value) { drawState.globalAlpha = value; } }); // This attribute will need to set the gl.blendFunc mode drawState.globalCompositeOperation = "source-over"; Object.defineProperty(gl, "globalCompositeOperation", { get: function() { return drawState.globalCompositeOperation; }, set: function(value) { drawState.globalCompositeOperation = value; } }); // Need a solution for drawing text that isnt stupid slow gl.fillText = function fillText(text, x, y) { /* textCtx.clearRect(0, 0, gl2d.canvas.width, gl2d.canvas.height); textCtx.fillStyle = gl.fillStyle; textCtx.fillText(text, x, y); gl.drawImage(textCanvas, 0, 0); */ }; gl.strokeText = function strokeText() {}; gl.measureText = function measureText() { return 1; }; var tempCanvas = document.createElement('canvas'); var tempCtx = tempCanvas.getContext('2d'); gl.save = function save() { gl2d.transform.pushMatrix(); saveDrawState(); }; gl.restore = function restore() { gl2d.transform.popMatrix(); restoreDrawState(); }; gl.translate = function translate(x, y) { gl2d.transform.translate(x, y); }; gl.rotate = function rotate(a) { gl2d.transform.rotate(a); }; gl.scale = function scale(x, y) { gl2d.transform.scale(x, y); }; gl.createImageData = function createImageData(width, height) { return tempCtx.createImageData(width, height); }; gl.getImageData = function getImageData(x, y, width, height) { var data = tempCtx.createImageData(width, height); var buffer = new Uint8Array(width*height*4); gl.readPixels(x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, buffer); var w=width*4, h=height; for (var i=0, maxI=h/2; i gl2d.maxTextureSize || image.height > gl2d.maxTextureSize) { var canvas = document.createElement("canvas"); canvas.width = (image.width > gl2d.maxTextureSize) ? gl2d.maxTextureSize : image.width; canvas.height = (image.height > gl2d.maxTextureSize) ? gl2d.maxTextureSize : image.height; var ctx = canvas.getContext("2d"); ctx.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height); image = canvas; } gl.bindTexture(gl.TEXTURE_2D, this.obj); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); 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_MAG_FILTER, gl.LINEAR); // Enable Mip mapping on power-of-2 textures if (isPOT(image.width) && isPOT(image.height)) { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); gl.generateMipmap(gl.TEXTURE_2D); } else { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); } // Unbind texture gl.bindTexture(gl.TEXTURE_2D, null); } gl.drawImage = function drawImage(image, a, b, c, d, e, f, g, h) { var transform = gl2d.transform; transform.pushMatrix(); var sMask = shaderMask.texture; var doCrop = false; //drawImage(image, dx, dy) if (arguments.length === 3) { transform.translate(a, b); transform.scale(image.width, image.height); } //drawImage(image, dx, dy, dw, dh) else if (arguments.length === 5) { transform.translate(a, b); transform.scale(c, d); } //drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh) else if (arguments.length === 9) { transform.translate(e, f); transform.scale(g, h); sMask = sMask|shaderMask.crop; doCrop = true; } var shaderProgram = gl2d.initShaders(transform.c_stack, sMask); var texture, cacheIndex = imageCache.indexOf(image); if (cacheIndex !== -1) { texture = textureCache[cacheIndex]; } else { texture = new Texture(image); } if (doCrop) { gl.uniform4f(shaderProgram.uCropSource, a/image.width, b/image.height, c/image.width, d/image.height); } gl.bindBuffer(gl.ARRAY_BUFFER, rectVertexPositionBuffer); gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 4, gl.FLOAT, false, 0, 0); gl.bindTexture(gl.TEXTURE_2D, texture.obj); gl.activeTexture(gl.TEXTURE0); gl.uniform1i(shaderProgram.uSampler, 0); sendTransformStack(shaderProgram); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); transform.popMatrix(); }; }; }(Math));