2026-08-25 11:55:10 +02:00

181 lines
8.3 KiB
Clojure

;; This Source Code Form is subject to the terms of the Mozilla Public
;; License, v. 2.0. If a copy of the MPL was not distributed with this
;; file, You can obtain one at http://mozilla.org/MPL/2.0/.
;;
;; Copyright (c) KALEIDOS SUBSIDIARY SL
(ns app.render-wasm.api.webgl
"WebGL utilities for pixel capture and rendering"
(:require
[app.common.logging :as log]
[app.common.render-wasm.wasm :as wasm]
[promesa.core :as p]))
(defn get-webgl-context
"Gets the WebGL context from the WASM module"
[]
(when (wasm/live?)
(let [gl-obj (unchecked-get wasm/internal-module "GL")]
(when gl-obj
;; Get the current WebGL context from Emscripten
;; The GL object has a currentContext property that contains the context handle
(let [current-ctx (.-currentContext ^js gl-obj)]
(when current-ctx
(.-GLctx ^js current-ctx)))))))
(defn create-webgl-texture-from-image
"Creates a WebGL texture from an HTMLImageElement or ImageBitmap and returns the texture object"
[gl image-element]
(let [texture (.createTexture ^js gl)]
(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) texture)
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_S ^js gl) (.-CLAMP_TO_EDGE ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_T ^js gl) (.-CLAMP_TO_EDGE ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MIN_FILTER ^js gl) (.-LINEAR ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MAG_FILTER ^js gl) (.-LINEAR ^js gl))
(.texImage2D ^js gl (.-TEXTURE_2D ^js gl) 0 (.-RGBA ^js gl) (.-RGBA ^js gl) (.-UNSIGNED_BYTE ^js gl) image-element)
(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) nil)
texture))
;; FIXME: temporary function until we are able to keep the same <canvas> across pages.
(defn- draw-imagedata-to-webgl
"Draws ImageData to a WebGL2 context by creating a texture"
[gl image-data]
(let [width (.-width ^js image-data)
height (.-height ^js image-data)
texture (.createTexture ^js gl)]
;; Bind texture and set parameters
(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) texture)
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_S ^js gl) (.-CLAMP_TO_EDGE ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_WRAP_T ^js gl) (.-CLAMP_TO_EDGE ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MIN_FILTER ^js gl) (.-LINEAR ^js gl))
(.texParameteri ^js gl (.-TEXTURE_2D ^js gl) (.-TEXTURE_MAG_FILTER ^js gl) (.-LINEAR ^js gl))
(.texImage2D ^js gl (.-TEXTURE_2D ^js gl) 0 (.-RGBA ^js gl) (.-RGBA ^js gl) (.-UNSIGNED_BYTE ^js gl) image-data)
;; Set up viewport
(.viewport ^js gl 0 0 width height)
;; Vertex & Fragment shaders
;; Since we are only calling this function once (on page switch), we don't need
;; to cache the compiled shaders somewhere else (cannot be reused in a differen context).
(let [vertex-shader-source "#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;
}"
fragment-shader-source "#version 300 es
precision highp float;
in vec2 v_texCoord;
uniform sampler2D u_texture;
out vec4 fragColor;
void main() {
fragColor = texture(u_texture, v_texCoord);
}"
vertex-shader (.createShader ^js gl (.-VERTEX_SHADER ^js gl))
fragment-shader (.createShader ^js gl (.-FRAGMENT_SHADER ^js gl))
program (.createProgram ^js gl)]
(.shaderSource ^js gl vertex-shader vertex-shader-source)
(.compileShader ^js gl vertex-shader)
(when-not (.getShaderParameter ^js gl vertex-shader (.-COMPILE_STATUS ^js gl))
(log/error :hint "Vertex shader compilation failed"
:log (.getShaderInfoLog ^js gl vertex-shader)))
(.shaderSource ^js gl fragment-shader fragment-shader-source)
(.compileShader ^js gl fragment-shader)
(when-not (.getShaderParameter ^js gl fragment-shader (.-COMPILE_STATUS ^js gl))
(log/error :hint "Fragment shader compilation failed"
:log (.getShaderInfoLog ^js gl fragment-shader)))
(.attachShader ^js gl program vertex-shader)
(.attachShader ^js gl program fragment-shader)
(.linkProgram ^js gl program)
(if (.getProgramParameter ^js gl program (.-LINK_STATUS ^js gl))
(do
(.useProgram ^js gl program)
;; Create full-screen quad vertices (normalized device coordinates)
(let [position-location (.getAttribLocation ^js gl program "a_position")
texcoord-location (.getAttribLocation ^js gl program "a_texCoord")
position-buffer (.createBuffer ^js gl)
texcoord-buffer (.createBuffer ^js gl)
positions #js [-1.0 -1.0 1.0 -1.0 -1.0 1.0 -1.0 1.0 1.0 -1.0 1.0 1.0]
texcoords #js [0.0 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0 1.0]]
;; Set up position buffer
(.bindBuffer ^js gl (.-ARRAY_BUFFER ^js gl) position-buffer)
(.bufferData ^js gl (.-ARRAY_BUFFER ^js gl) (js/Float32Array. positions) (.-STATIC_DRAW ^js gl))
(.enableVertexAttribArray ^js gl position-location)
(.vertexAttribPointer ^js gl position-location 2 (.-FLOAT ^js gl) false 0 0)
;; Set up texcoord buffer
(.bindBuffer ^js gl (.-ARRAY_BUFFER ^js gl) texcoord-buffer)
(.bufferData ^js gl (.-ARRAY_BUFFER ^js gl) (js/Float32Array. texcoords) (.-STATIC_DRAW ^js gl))
(.enableVertexAttribArray ^js gl texcoord-location)
(.vertexAttribPointer ^js gl texcoord-location 2 (.-FLOAT ^js gl) false 0 0)
;; Set texture uniform
(.activeTexture ^js gl (.-TEXTURE0 ^js gl))
(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) texture)
(let [texture-location (.getUniformLocation ^js gl program "u_texture")]
(.uniform1i ^js gl texture-location 0))
;; draw
(.drawArrays ^js gl (.-TRIANGLES ^js gl) 0 6)
;; cleanup
(.deleteBuffer ^js gl position-buffer)
(.deleteBuffer ^js gl texcoord-buffer)
(.deleteShader ^js gl vertex-shader)
(.deleteShader ^js gl fragment-shader)
(.deleteProgram ^js gl program)))
(log/error :hint "Program linking failed"
:log (.getProgramInfoLog ^js gl program)))
(.bindTexture ^js gl (.-TEXTURE_2D ^js gl) nil)
(.deleteTexture ^js gl texture))))
(defn capture-canvas-snapshot
"Captures the current viewport canvas as an `ImageBitmap` and stores it in
`wasm/canvas-snapshot`. Unlike `canvas.toBlob` (which does a synchronous GPU
readback plus PNG encoding on the main thread), `createImageBitmap` resolves
asynchronously and stays on the GPU in accelerated browsers.
Returns a promise resolving to the ImageBitmap (or nil)."
[]
(if-let [^js canvas wasm/canvas]
(-> (js/createImageBitmap canvas)
(p/then (fn [^js bitmap]
(set! wasm/canvas-snapshot bitmap)
bitmap))
(p/catch (fn [_] nil)))
(p/resolved nil)))
(defn draw-thumbnail-to-canvas
"Loads an image from `uri` and draws it stretched to fill the WebGL canvas.
Returns a promise that resolves to true if drawn, false otherwise."
[uri]
(if (and uri wasm/canvas wasm/gl-context)
(p/create
(fn [resolve _reject]
(let [img (js/Image.)]
(set! (.-crossOrigin img) "anonymous")
(set! (.-onload img)
(fn []
(if wasm/gl-context
(let [gl wasm/gl-context
width (.-width wasm/canvas)
height (.-height wasm/canvas)
;; Draw image to an offscreen 2D canvas, scaled to fill
canvas2d (js/OffscreenCanvas. width height)
ctx2d (.getContext canvas2d "2d")]
(.drawImage ctx2d img 0 0 width height)
(let [image-data (.getImageData ctx2d 0 0 width height)]
(draw-imagedata-to-webgl gl image-data))
(resolve true))
(resolve false))))
(set! (.-onerror img)
(fn [_]
(resolve false)))
(set! (.-src img) uri))))
(p/resolved false)))