blob: 1e366ab5f8663aef2dc6a65b8c762df1665bfff6 [file] [log] [blame]
Kevin Lubickf5ea37f2019-02-28 10:06:18 -05001// helper JS that could be used anywhere in the glue code
Kevin Lubick217056c2018-09-20 17:39:31 -04002
Kevin Lubickf5ea37f2019-02-28 10:06:18 -05003function clamp(c) {
4 return Math.round(Math.max(0, Math.min(c || 0, 255)));
5}
Kevin Lubick217056c2018-09-20 17:39:31 -04006
Kevin Lubickf5ea37f2019-02-28 10:06:18 -05007// Colors are just a 32 bit number with 8 bits each of a, r, g, b
8// The API is the same as CSS's representation of color rgba(), that is
9// r,g,b are 0-255, and a is 0.0 to 1.0.
10// if a is omitted, it will be assumed to be 1.0
11CanvasKit.Color = function(r, g, b, a) {
12 if (a === undefined) {
13 a = 1;
Kevin Lubick217056c2018-09-20 17:39:31 -040014 }
Kevin Lubickee91c072019-03-29 10:39:52 -040015 // The >>> 0 converts the signed int to an unsigned int. Skia's
16 // SkColor object is an unsigned int.
17 // https://stackoverflow.com/a/14891172
18 return ((clamp(a*255) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0)) >>> 0;
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050019}
Kevin Lubick217056c2018-09-20 17:39:31 -040020
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050021// returns [r, g, b, a] from a color
22// where a is scaled between 0 and 1.0
23CanvasKit.getColorComponents = function(color) {
24 return [
25 (color >> 16) & 0xFF,
26 (color >> 8) & 0xFF,
27 (color >> 0) & 0xFF,
28 ((color >> 24) & 0xFF) / 255,
29 ]
30}
31
32CanvasKit.multiplyByAlpha = function(color, alpha) {
33 if (alpha === 1) {
34 return color;
Kevin Lubick217056c2018-09-20 17:39:31 -040035 }
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050036 // extract as int from 0 to 255
37 var a = (color >> 24) & 0xFF;
38 a *= alpha;
39 // mask off the old alpha
40 color &= 0xFFFFFF;
Kevin Lubickee91c072019-03-29 10:39:52 -040041 // back to unsigned int to match SkColor.
42 return (clamp(a) << 24 | color) >>> 0;
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050043}
Kevin Lubick61ef7b22018-11-27 13:26:59 -050044
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050045function radiansToDegrees(rad) {
46 return (rad / Math.PI) * 180;
47}
Kevin Lubick12c0e502018-11-28 12:51:56 -050048
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050049function degreesToRadians(deg) {
50 return (deg / 180) * Math.PI;
51}
Kevin Lubick12c0e502018-11-28 12:51:56 -050052
53// See https://stackoverflow.com/a/31090240
54// This contraption keeps closure from minifying away the check
55// if btoa is defined *and* prevents runtime "btoa" or "window" is not defined.
56// Defined outside any scopes to make it available in all files.
57var isNode = !(new Function("try {return this===window;}catch(e){ return false;}")());
Kevin Lubick1646e7d2018-12-07 13:03:08 -050058
59function almostEqual(floata, floatb) {
60 return Math.abs(floata - floatb) < 0.00001;
Kevin Lubickf5ea37f2019-02-28 10:06:18 -050061}
62
63
64var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
65
66// arr can be a normal JS array or a TypedArray
67// dest is something like CanvasKit.HEAPF32
68function copy1dArray(arr, dest) {
69 if (!arr || !arr.length) {
70 return nullptr;
71 }
72 var ptr = CanvasKit._malloc(arr.length * dest.BYTES_PER_ELEMENT);
73 // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
74 // byte elements. When we run _malloc, we always get an offset/pointer into
75 // that block of memory.
76 // CanvasKit exposes some different views to make it easier to work with
77 // different types. HEAPF32 for example, exposes it as a float*
78 // However, to make the ptr line up, we have to do some pointer arithmetic.
79 // Concretely, we need to convert ptr to go from an index into a 1-byte-wide
80 // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
81 // and thus we divide ptr by 4.
82 dest.set(arr, ptr / dest.BYTES_PER_ELEMENT);
83 return ptr;
84}
85
86// arr should be a non-jagged 2d JS array (TypedArrays can't be nested
87// inside themselves.)
88// dest is something like CanvasKit.HEAPF32
89function copy2dArray(arr, dest) {
90 if (!arr || !arr.length) {
91 return nullptr;
92 }
93 var ptr = CanvasKit._malloc(arr.length * arr[0].length * dest.BYTES_PER_ELEMENT);
94 var idx = 0;
95 var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
96 for (var r = 0; r < arr.length; r++) {
97 for (var c = 0; c < arr[0].length; c++) {
98 dest[adjustedPtr + idx] = arr[r][c];
99 idx++;
100 }
101 }
102 return ptr;
103}
104
105// arr should be a non-jagged 3d JS array (TypedArrays can't be nested
106// inside themselves.)
107// dest is something like CanvasKit.HEAPF32
108function copy3dArray(arr, dest) {
109 if (!arr || !arr.length || !arr[0].length) {
110 return nullptr;
111 }
112 var ptr = CanvasKit._malloc(arr.length * arr[0].length * arr[0][0].length * dest.BYTES_PER_ELEMENT);
113 var idx = 0;
114 var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
115 for (var x = 0; x < arr.length; x++) {
116 for (var y = 0; y < arr[0].length; y++) {
117 for (var z = 0; z < arr[0][0].length; z++) {
118 dest[adjustedPtr + idx] = arr[x][y][z];
119 idx++;
120 }
121 }
122 }
123 return ptr;
124}
125
126// Caching the Float32Arrays can save having to reallocate them
127// over and over again.
128var Float32ArrayCache = {};
129
130// Takes a 2D array of commands and puts them into the WASM heap
131// as a 1D array. This allows them to referenced from the C++ code.
132// Returns a 2 element array, with the first item being essentially a
133// pointer to the array and the second item being the length of
134// the new 1D array.
135//
136// Example usage:
137// let cmds = [
138// [CanvasKit.MOVE_VERB, 0, 10],
139// [CanvasKit.LINE_VERB, 30, 40],
140// [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
141// ];
142function loadCmdsTypedArray(arr) {
143 var len = 0;
144 for (var r = 0; r < arr.length; r++) {
145 len += arr[r].length;
146 }
147
148 var ta;
149 if (Float32ArrayCache[len]) {
150 ta = Float32ArrayCache[len];
151 } else {
152 ta = new Float32Array(len);
153 Float32ArrayCache[len] = ta;
154 }
155 // Flatten into a 1d array
156 var i = 0;
157 for (var r = 0; r < arr.length; r++) {
158 for (var c = 0; c < arr[r].length; c++) {
159 var item = arr[r][c];
160 ta[i] = item;
161 i++;
162 }
163 }
164
165 var ptr = copy1dArray(ta, CanvasKit.HEAPF32);
166 return [ptr, len];
167}
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400168
Kevin Lubickee91c072019-03-29 10:39:52 -0400169
170/**
171 * Generic helper for dealing with an array of four floats.
172 */
173CanvasKit.FourFloatArrayHelper = function() {
174 this._floats = [];
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400175 this._ptr = null;
Kevin Lubickee91c072019-03-29 10:39:52 -0400176
177 Object.defineProperty(this, 'length', {
178 enumerable: true,
179 get: function() {
180 return this._floats.length / 4;
181 },
182 });
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400183}
184
185/**
Kevin Lubickee91c072019-03-29 10:39:52 -0400186 * push the four floats onto the end of the array - if build() has already
187 * been called, the call will return without modifying anything.
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400188 */
Kevin Lubickee91c072019-03-29 10:39:52 -0400189CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400190 if (this._ptr) {
191 SkDebug('Cannot push more points - already built');
192 return;
193 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400194 this._floats.push(f1, f2, f3, f4);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400195}
196
Kevin Lubickee91c072019-03-29 10:39:52 -0400197/**
198 * Set the four floats at a given index - if build() has already
199 * been called, the WASM memory will be written to directly.
200 */
201CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) {
202 if (idx < 0 || idx >= this._floats.length/4) {
203 SkDebug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4);
204 return;
205 }
206 idx *= 4;
207 var BYTES_PER_ELEMENT = 4;
208 if (this._ptr) {
209 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
210 var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
211 CanvasKit.HEAPF32[floatPtr] = f1;
212 CanvasKit.HEAPF32[floatPtr + 1] = f2;
213 CanvasKit.HEAPF32[floatPtr + 2] = f3;
214 CanvasKit.HEAPF32[floatPtr + 3] = f4;
215 return;
216 }
217 this._floats[idx] = f1;
218 this._floats[idx + 1] = f2;
219 this._floats[idx + 2] = f3;
220 this._floats[idx + 3] = f4;
221}
222
223/**
224 * Copies the float data to the WASM memory and returns a pointer
225 * to that allocated memory. Once build has been called, this
226 * float array cannot be made bigger.
227 */
228CanvasKit.FourFloatArrayHelper.prototype.build = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400229 if (this._ptr) {
230 return this._ptr;
231 }
Kevin Lubickee91c072019-03-29 10:39:52 -0400232 this._ptr = copy1dArray(this._floats, CanvasKit.HEAPF32);
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400233 return this._ptr;
234}
235
Kevin Lubickee91c072019-03-29 10:39:52 -0400236/**
237 * Frees the wasm memory associated with this array. Of note,
238 * the points are not removed, so push/set/build can all
239 * be called to make a newly allocated (possibly bigger)
240 * float array.
241 */
242CanvasKit.FourFloatArrayHelper.prototype.delete = function() {
Kevin Lubickd3cfbca2019-03-15 15:36:29 -0400243 if (this._ptr) {
244 CanvasKit._free(this._ptr);
245 this._ptr = null;
246 }
247}
Kevin Lubickee91c072019-03-29 10:39:52 -0400248
249/**
250 * Generic helper for dealing with an array of unsigned ints.
251 */
252CanvasKit.OneUIntArrayHelper = function() {
253 this._uints = [];
254 this._ptr = null;
255
256 Object.defineProperty(this, 'length', {
257 enumerable: true,
258 get: function() {
259 return this._uints.length;
260 },
261 });
262}
263
264/**
265 * push the unsigned int onto the end of the array - if build() has already
266 * been called, the call will return without modifying anything.
267 */
268CanvasKit.OneUIntArrayHelper.prototype.push = function(u) {
269 if (this._ptr) {
270 SkDebug('Cannot push more points - already built');
271 return;
272 }
273 this._uints.push(u);
274}
275
276/**
277 * Set the uint at a given index - if build() has already
278 * been called, the WASM memory will be written to directly.
279 */
280CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) {
281 if (idx < 0 || idx >= this._uints.length) {
282 SkDebug('Cannot set index ' + idx + ', it is out of range', this._uints.length);
283 return;
284 }
285 idx *= 4;
286 var BYTES_PER_ELEMENT = 4;
287 if (this._ptr) {
288 // convert this._ptr from uint8_t* to SkScalar* by dividing by 4
289 var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx;
290 CanvasKit.HEAPU32[uintPtr] = u;
291 return;
292 }
293 this._uints[idx] = u;
294}
295
296/**
297 * Copies the uint data to the WASM memory and returns a pointer
298 * to that allocated memory. Once build has been called, this
299 * unit array cannot be made bigger.
300 */
301CanvasKit.OneUIntArrayHelper.prototype.build = function() {
302 if (this._ptr) {
303 return this._ptr;
304 }
305 this._ptr = copy1dArray(this._uints, CanvasKit.HEAPU32);
306 return this._ptr;
307}
308
309/**
310 * Frees the wasm memory associated with this array. Of note,
311 * the points are not removed, so push/set/build can all
312 * be called to make a newly allocated (possibly bigger)
313 * uint array.
314 */
315CanvasKit.OneUIntArrayHelper.prototype.delete = function() {
316 if (this._ptr) {
317 CanvasKit._free(this._ptr);
318 this._ptr = null;
319 }
320}
321
322/**
323 * Helper for building an array of SkRects (which are just structs
324 * of 4 floats).
325 *
326 * It can be more performant to use this helper, as
327 * the C++-side array is only allocated once (on the first call)
328 * to build. Subsequent set() operations operate directly on
329 * the C++-side array, avoiding having to re-allocate (and free)
330 * the array every time.
331 *
332 * Input points are taken as left, top, right, bottom
333 */
334CanvasKit.SkRectBuilder = CanvasKit.FourFloatArrayHelper;
335/**
336 * Helper for building an array of RSXForms (which are just structs
337 * of 4 floats).
338 *
339 * It can be more performant to use this helper, as
340 * the C++-side array is only allocated once (on the first call)
341 * to build. Subsequent set() operations operate directly on
342 * the C++-side array, avoiding having to re-allocate (and free)
343 * the array every time.
344 *
345 * An RSXForm is a compressed form of a rotation+scale matrix.
346 *
347 * [ scos -ssin tx ]
348 * [ ssin scos ty ]
349 * [ 0 0 1 ]
350 *
351 * Input points are taken as scos, ssin, tx, ty
352 */
353CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper;
354
355/**
356 * Helper for building an array of SkColor
357 *
358 * It can be more performant to use this helper, as
359 * the C++-side array is only allocated once (on the first call)
360 * to build. Subsequent set() operations operate directly on
361 * the C++-side array, avoiding having to re-allocate (and free)
362 * the array every time.
363 */
364CanvasKit.SkColorBuilder = CanvasKit.OneUIntArrayHelper;