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92bec478
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体验新版 GitCode,发现更多精彩内容 >>
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92bec478
编写于
6月 03, 2021
作者:
F
Ferhat
提交者:
GitHub
6月 03, 2021
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Reland reverted #26384 (#26566)
上级
2398a8c4
变更
15
隐藏空白更改
内联
并排
Showing
15 changed file
with
598 addition
and
168 deletion
+598
-168
lib/web_ui/dev/goldens_lock.yaml
lib/web_ui/dev/goldens_lock.yaml
+1
-1
lib/web_ui/lib/src/engine/canvas_pool.dart
lib/web_ui/lib/src/engine/canvas_pool.dart
+25
-10
lib/web_ui/lib/src/engine/html/dom_canvas.dart
lib/web_ui/lib/src/engine/html/dom_canvas.dart
+10
-0
lib/web_ui/lib/src/engine/html/path/path.dart
lib/web_ui/lib/src/engine/html/path/path.dart
+1
-2
lib/web_ui/lib/src/engine/html/path/path_ref.dart
lib/web_ui/lib/src/engine/html/path/path_ref.dart
+32
-32
lib/web_ui/lib/src/engine/html/path/path_utils.dart
lib/web_ui/lib/src/engine/html/path/path_utils.dart
+3
-3
lib/web_ui/lib/src/engine/html/recording_canvas.dart
lib/web_ui/lib/src/engine/html/recording_canvas.dart
+0
-12
lib/web_ui/lib/src/engine/html/render_vertices.dart
lib/web_ui/lib/src/engine/html/render_vertices.dart
+13
-105
lib/web_ui/lib/src/engine/html/shaders/image_shader.dart
lib/web_ui/lib/src/engine/html/shaders/image_shader.dart
+250
-3
lib/web_ui/lib/src/engine/html/shaders/vertex_shaders.dart
lib/web_ui/lib/src/engine/html/shaders/vertex_shaders.dart
+58
-0
lib/web_ui/lib/src/engine/html/shaders/webgl_context.dart
lib/web_ui/lib/src/engine/html/shaders/webgl_context.dart
+57
-0
lib/web_ui/test/engine/surface/path/path_iterator_test.dart
lib/web_ui/test/engine/surface/path/path_iterator_test.dart
+1
-0
lib/web_ui/test/engine/surface/path/path_winding_test.dart
lib/web_ui/test/engine/surface/path/path_winding_test.dart
+1
-0
lib/web_ui/test/golden_tests/engine/image_shader_golden_test.dart
...ui/test/golden_tests/engine/image_shader_golden_test.dart
+144
-0
lib/web_ui/test/path_test.dart
lib/web_ui/test/path_test.dart
+2
-0
未找到文件。
lib/web_ui/dev/goldens_lock.yaml
浏览文件 @
92bec478
repository
:
https://github.com/flutter/goldens.git
revision
:
4d00d1a0f1c0bc123814919a45ef2c2f57ed21ec
revision
:
bdf2f896cec4fa1589c277a5fbb2c73622924375
lib/web_ui/lib/src/engine/canvas_pool.dart
浏览文件 @
92bec478
...
...
@@ -4,7 +4,8 @@
part of
engine
;
/// Allocates and caches 0 or more canvas(s) for [BitmapCanvas].
/// Renders picture to a CanvasElement by allocating and caching 0 or more
/// canvas(s) for [BitmapCanvas].
///
/// [BitmapCanvas] signals allocation of first canvas using allocateCanvas.
/// When a painting command such as drawImage or drawParagraph requires
...
...
@@ -912,15 +913,29 @@ class ContextStateHandle {
strokeJoin
=
paint
.
strokeJoin
;
if
(
paint
.
shader
!=
null
)
{
final
EngineGradient
engineShader
=
paint
.
shader
as
EngineGradient
;
final
Object
paintStyle
=
engineShader
.
createPaintStyle
(
_canvasPool
.
context
,
shaderBounds
,
density
);
fillStyle
=
paintStyle
;
strokeStyle
=
paintStyle
;
_shaderBounds
=
shaderBounds
;
// Align pattern origin to destination.
context
.
translate
(
shaderBounds
!.
left
,
shaderBounds
.
top
);
if
(
paint
.
shader
is
EngineGradient
)
{
final
EngineGradient
engineShader
=
paint
.
shader
as
EngineGradient
;
final
Object
paintStyle
=
engineShader
.
createPaintStyle
(
_canvasPool
.
context
,
shaderBounds
,
density
);
fillStyle
=
paintStyle
;
strokeStyle
=
paintStyle
;
_shaderBounds
=
shaderBounds
;
// Align pattern origin to destination.
context
.
translate
(
shaderBounds
!.
left
,
shaderBounds
.
top
);
}
else
if
(
paint
.
shader
is
EngineImageShader
)
{
final
EngineImageShader
imageShader
=
paint
.
shader
as
EngineImageShader
;
final
Object
paintStyle
=
imageShader
.
createPaintStyle
(
_canvasPool
.
context
,
shaderBounds
,
density
);
fillStyle
=
paintStyle
;
strokeStyle
=
paintStyle
;
if
(
imageShader
.
requiresTileOffset
)
{
_shaderBounds
=
shaderBounds
;
// Align pattern origin to destination.
context
.
translate
(
shaderBounds
!.
left
,
shaderBounds
.
top
);
}
}
}
else
if
(
paint
.
color
!=
null
)
{
final
String
?
colorString
=
colorToCssString
(
paint
.
color
);
fillStyle
=
colorString
;
...
...
lib/web_ui/lib/src/engine/html/dom_canvas.dart
浏览文件 @
92bec478
...
...
@@ -212,10 +212,20 @@ html.HtmlElement _buildDrawRectElement(
..
width
=
'
${right - left}
px'
..
height
=
'
${bottom - top}
px'
..
backgroundColor
=
cssColor
;
if
(
paint
.
shader
!=
null
&&
paint
.
shader
is
EngineImageShader
)
{
_applyImageShaderToElement
(
rectangle
,
paint
.
shader
!
as
EngineImageShader
);
}
}
return
rectangle
;
}
void
_applyImageShaderToElement
(
html
.
HtmlElement
targetElement
,
EngineImageShader
imageShader
)
{
final
HtmlImage
image
=
imageShader
.
image
;
targetElement
.
style
.
backgroundImage
=
image
.
imgElement
.
src
;
}
void
_applyRRectBorderRadius
(
html
.
CssStyleDeclaration
style
,
ui
.
RRect
rrect
)
{
if
(
rrect
.
tlRadiusX
==
rrect
.
trRadiusX
&&
rrect
.
tlRadiusX
==
rrect
.
blRadiusX
&&
...
...
lib/web_ui/lib/src/engine/html/path/path.dart
浏览文件 @
92bec478
...
...
@@ -634,8 +634,7 @@ class SurfacePath implements ui.Path {
final
ui
.
Offset
lastPoint
=
pathRef
.
atPoint
(
pointCount
-
1
);
final
double
lastPointX
=
lastPoint
.
dx
;
final
double
lastPointY
=
lastPoint
.
dy
;
if
(!
SPath
.
nearlyEqual
(
px
,
lastPointX
)
||
SPath
.
nearlyEqual
(
py
,
lastPointY
))
{
if
(!
SPath
.
nearlyEqual
(
px
,
lastPointX
)
||
!
SPath
.
nearlyEqual
(
py
,
lastPointY
))
{
lineTo
(
px
,
py
);
}
}
...
...
lib/web_ui/lib/src/engine/html/path/path_ref.dart
浏览文件 @
92bec478
...
...
@@ -8,8 +8,8 @@ import 'dart:math' as math;
import
'package:ui/ui.dart'
as
ui
;
import
'../../util.dart'
;
import
'path_utils.dart'
;
import
'../../util.dart'
;
/// Stores the path verbs, points and conic weights.
///
...
...
@@ -21,7 +21,7 @@ import 'path_utils.dart';
/// to update caches due to content changes.
class
PathRef
{
PathRef
()
:
_
fPoints
=
Float32List
(
kInitialPointsCapacity
*
2
),
:
fPoints
=
Float32List
(
kInitialPointsCapacity
*
2
),
_fVerbs
=
Uint8List
(
kInitialVerbsCapacity
)
{
_fPointsCapacity
=
kInitialPointsCapacity
;
_fVerbsCapacity
=
kInitialVerbsCapacity
;
...
...
@@ -55,7 +55,7 @@ class PathRef {
int
_fPointsCapacity
=
0
;
int
_fPointsLength
=
0
;
int
_fVerbsCapacity
=
0
;
Float32List
_
fPoints
;
Float32List
fPoints
;
Uint8List
_fVerbs
;
int
_fVerbsLength
=
0
;
int
_conicWeightsCapacity
=
0
;
...
...
@@ -82,8 +82,8 @@ class PathRef {
void
setPoint
(
int
pointIndex
,
double
x
,
double
y
)
{
assert
(
pointIndex
<
_fPointsLength
);
int
index
=
pointIndex
*
2
;
_
fPoints
[
index
]
=
x
;
_
fPoints
[
index
+
1
]
=
y
;
fPoints
[
index
]
=
x
;
fPoints
[
index
+
1
]
=
y
;
}
/// Creates a copy of the path by pointing new path to a current
...
...
@@ -91,7 +91,7 @@ class PathRef {
/// more verbs, this copy only returns path at the time of copy and shares
/// typed arrays of original path.
PathRef
.
shallowCopy
(
PathRef
ref
)
:
_fPoints
=
ref
.
_
fPoints
,
:
fPoints
=
ref
.
fPoints
,
_fVerbs
=
ref
.
_fVerbs
{
_fVerbsCapacity
=
ref
.
_fVerbsCapacity
;
_fVerbsLength
=
ref
.
_fVerbsLength
;
...
...
@@ -117,7 +117,7 @@ class PathRef {
debugValidate
();
}
Float32List
get
points
=>
_
fPoints
;
Float32List
get
points
=>
fPoints
;
Float32List
?
get
conicWeights
=>
_conicWeights
;
int
countPoints
()
=>
_fPointsLength
;
...
...
@@ -130,12 +130,12 @@ class PathRef {
}
ui
.
Offset
atPoint
(
int
index
)
{
return
ui
.
Offset
(
_fPoints
[
index
*
2
],
_
fPoints
[
index
*
2
+
1
]);
return
ui
.
Offset
(
fPoints
[
index
*
2
],
fPoints
[
index
*
2
+
1
]);
}
double
pointXAt
(
int
index
)
=>
_
fPoints
[
index
*
2
];
double
pointXAt
(
int
index
)
=>
fPoints
[
index
*
2
];
double
pointYAt
(
int
index
)
=>
_
fPoints
[
index
*
2
+
1
];
double
pointYAt
(
int
index
)
=>
fPoints
[
index
*
2
+
1
];
double
atWeight
(
int
index
)
{
return
_conicWeights
![
index
];
...
...
@@ -227,10 +227,10 @@ class PathRef {
_fVerbs
[
1
]
!=
SPath
.
kLineVerb
)
{
return
null
;
}
final
double
x0
=
_
fPoints
[
0
];
final
double
y0
=
_
fPoints
[
1
];
final
double
x1
=
_
fPoints
[
2
];
final
double
y1
=
_
fPoints
[
3
];
final
double
x0
=
fPoints
[
0
];
final
double
y0
=
fPoints
[
1
];
final
double
x1
=
fPoints
[
2
];
final
double
y1
=
fPoints
[
3
];
if
(
y0
==
y1
||
x0
==
x1
)
{
return
ui
.
Rect
.
fromLTRB
(
x0
,
y0
,
x1
,
y1
);
}
...
...
@@ -324,7 +324,7 @@ class PathRef {
return
false
;
}
for
(
int
i
=
0
,
len
=
pointCount
*
2
;
i
<
len
;
i
++)
{
if
(
_fPoints
[
i
]
!=
ref
.
_
fPoints
[
i
])
{
if
(
fPoints
[
i
]
!=
ref
.
fPoints
[
i
])
{
return
false
;
}
}
...
...
@@ -383,7 +383,7 @@ class PathRef {
/// Returns a new path by translating [source] by [offsetX], [offsetY].
PathRef
.
shiftedFrom
(
PathRef
source
,
double
offsetX
,
double
offsetY
)
:
_
fPoints
=
_fPointsFromSource
(
source
,
offsetX
,
offsetY
),
:
fPoints
=
_fPointsFromSource
(
source
,
offsetX
,
offsetY
),
_fVerbs
=
_fVerbsFromSource
(
source
)
{
_conicWeightsCapacity
=
source
.
_conicWeightsCapacity
;
_conicWeightsLength
=
source
.
_conicWeightsLength
;
...
...
@@ -422,7 +422,7 @@ class PathRef {
additionalReservePoints
);
js_util
.
callMethod
(
_fVerbs
,
'set'
,
[
ref
.
_fVerbs
]);
js_util
.
callMethod
(
_fPoints
,
'set'
,
[
ref
.
_
fPoints
]);
js_util
.
callMethod
(
fPoints
,
'set'
,
[
ref
.
fPoints
]);
if
(
ref
.
_conicWeights
==
null
)
{
_conicWeights
=
null
;
}
else
{
...
...
@@ -448,8 +448,8 @@ class PathRef {
if
(
newLength
>
_fPointsCapacity
)
{
_fPointsCapacity
=
newLength
+
10
;
Float32List
newPoints
=
Float32List
(
_fPointsCapacity
*
2
);
js_util
.
callMethod
(
newPoints
,
'set'
,
<
dynamic
>[
_
fPoints
]);
_
fPoints
=
newPoints
;
js_util
.
callMethod
(
newPoints
,
'set'
,
<
dynamic
>[
fPoints
]);
fPoints
=
newPoints
;
}
_fPointsLength
=
newLength
;
}
...
...
@@ -486,7 +486,7 @@ class PathRef {
for
(
int
source
=
pointCount
*
2
-
1
,
dst
=
newPointCount
*
2
-
1
;
source
>=
0
;
source
--,
dst
--)
{
_
fPoints
[
dst
]
=
sourcePoints
[
source
];
fPoints
[
dst
]
=
sourcePoints
[
source
];
}
final
int
verbCount
=
countVerbs
();
final
int
newVerbCount
=
source
.
countVerbs
();
...
...
@@ -564,14 +564,14 @@ class PathRef {
fIsFinite
=
true
;
}
else
{
double
minX
,
maxX
,
minY
,
maxY
;
minX
=
maxX
=
_
fPoints
[
0
];
minX
=
maxX
=
fPoints
[
0
];
accum
*=
minX
;
minY
=
maxY
=
_
fPoints
[
1
];
minY
=
maxY
=
fPoints
[
1
];
accum
*=
minY
;
for
(
int
i
=
2
,
len
=
2
*
pointCount
;
i
<
len
;
i
+=
2
)
{
final
double
x
=
_
fPoints
[
i
];
final
double
x
=
fPoints
[
i
];
accum
*=
x
;
final
double
y
=
_
fPoints
[
i
+
1
];
final
double
y
=
fPoints
[
i
+
1
];
accum
*=
y
;
minX
=
math
.
min
(
minX
,
x
);
minY
=
math
.
min
(
minY
,
y
);
...
...
@@ -765,7 +765,7 @@ class PathRef {
if
(
numPts
!=
0
)
{
int
curLength
=
countPoints
();
_resizePoints
(
curLength
+
numPts
);
_fPoints
.
setAll
(
curLength
*
2
,
path
.
_
fPoints
);
fPoints
.
setAll
(
curLength
*
2
,
path
.
fPoints
);
}
final
int
numConics
=
path
.
countWeights
();
...
...
@@ -814,7 +814,7 @@ class PathRef {
Float32List
getPoints
()
{
debugValidate
();
return
_
fPoints
;
return
fPoints
;
}
static
const
int
kMinSize
=
256
;
...
...
@@ -864,8 +864,8 @@ class PathRef {
final
double
boundsRight
=
bounds
.
right
;
final
double
boundsBottom
=
bounds
.
bottom
;
for
(
int
i
=
0
,
len
=
_fPointsLength
*
2
;
i
<
len
;
i
+=
2
)
{
final
double
pointX
=
_
fPoints
[
i
];
final
double
pointY
=
_
fPoints
[
i
+
1
];
final
double
pointX
=
fPoints
[
i
];
final
double
pointY
=
fPoints
[
i
+
1
];
double
tolerance
=
0.0001
;
final
bool
pointIsFinite
=
pointX
.
isFinite
&&
pointY
.
isFinite
;
if
(
pointIsFinite
&&
...
...
@@ -897,10 +897,10 @@ class PathRef {
int
findMaxY
(
int
pointIndex
,
int
count
)
{
assert
(
count
>
0
);
// move to y component.
double
max
=
_
fPoints
[
pointIndex
*
2
+
1
];
double
max
=
fPoints
[
pointIndex
*
2
+
1
];
int
firstIndex
=
pointIndex
;
for
(
int
i
=
1
;
i
<
count
;
i
++)
{
double
y
=
_
fPoints
[(
pointIndex
+
i
)
*
2
];
double
y
=
fPoints
[(
pointIndex
+
i
)
*
2
];
if
(
y
>
max
)
{
max
=
y
;
firstIndex
=
pointIndex
+
i
;
...
...
@@ -921,8 +921,8 @@ class PathRef {
// we wrapped around, so abort
break
;
}
if
(
_fPoints
[
index
*
2
]
!=
_
fPoints
[
i
*
2
]
||
_fPoints
[
index
*
2
+
1
]
!=
_
fPoints
[
i
*
2
+
1
])
{
if
(
fPoints
[
index
*
2
]
!=
fPoints
[
i
*
2
]
||
fPoints
[
index
*
2
+
1
]
!=
fPoints
[
i
*
2
+
1
])
{
// found a different point, success!
break
;
}
...
...
lib/web_ui/lib/src/engine/html/path/path_utils.dart
浏览文件 @
92bec478
...
...
@@ -60,12 +60,12 @@ class SPath {
return
x
<
0
?
-
1
:
((
x
>
0
)
?
1
:
0
);
}
// Snaps a value to zero if almost zero (within tolerance).
static
double
snapToZero
(
double
value
)
=>
nearlyEqual
(
value
,
0.0
)
?
0.0
:
value
;
static
bool
nearlyEqual
(
double
value1
,
double
value2
)
=>
(
value1
-
value2
).
abs
()
<
SPath
.
scalarNearlyZero
;
// Snaps a value to zero if almost zero (within tolerance).
static
double
snapToZero
(
double
value
)
=>
SPath
.
nearlyEqual
(
value
,
0.0
)
?
0.0
:
value
;
static
bool
isInteger
(
double
value
)
=>
value
.
floor
()
==
value
;
}
...
...
lib/web_ui/lib/src/engine/html/recording_canvas.dart
浏览文件 @
92bec478
...
...
@@ -357,8 +357,6 @@ class RecordingCanvas {
void
drawRect
(
ui
.
Rect
rect
,
SurfacePaint
paint
)
{
assert
(!
_recordingEnded
);
assert
(
paint
.
shader
==
null
||
paint
.
shader
is
!
EngineImageShader
,
'ImageShader not supported yet'
);
if
(
paint
.
shader
!=
null
)
{
renderStrategy
.
hasArbitraryPaint
=
true
;
}
...
...
@@ -375,8 +373,6 @@ class RecordingCanvas {
void
drawRRect
(
ui
.
RRect
rrect
,
SurfacePaint
paint
)
{
assert
(!
_recordingEnded
);
assert
(
paint
.
shader
==
null
||
paint
.
shader
is
!
EngineImageShader
,
'ImageShader not supported yet'
);
if
(
paint
.
shader
!=
null
||
!
rrect
.
webOnlyUniformRadii
)
{
renderStrategy
.
hasArbitraryPaint
=
true
;
}
...
...
@@ -393,8 +389,6 @@ class RecordingCanvas {
void
drawDRRect
(
ui
.
RRect
outer
,
ui
.
RRect
inner
,
SurfacePaint
paint
)
{
assert
(!
_recordingEnded
);
assert
(
paint
.
shader
==
null
||
paint
.
shader
is
!
EngineImageShader
,
'ImageShader not supported yet'
);
// Check the inner bounds are contained within the outer bounds
// see: https://cs.chromium.org/chromium/src/third_party/skia/src/core/SkCanvas.cpp?l=1787-1789
ui
.
Rect
innerRect
=
inner
.
outerRect
;
...
...
@@ -453,8 +447,6 @@ class RecordingCanvas {
void
drawOval
(
ui
.
Rect
rect
,
SurfacePaint
paint
)
{
assert
(!
_recordingEnded
);
assert
(
paint
.
shader
==
null
||
paint
.
shader
is
!
EngineImageShader
,
'ImageShader not supported yet'
);
renderStrategy
.
hasArbitraryPaint
=
true
;
_didDraw
=
true
;
final
double
paintSpread
=
_getPaintSpread
(
paint
);
...
...
@@ -469,8 +461,6 @@ class RecordingCanvas {
void
drawCircle
(
ui
.
Offset
c
,
double
radius
,
SurfacePaint
paint
)
{
assert
(!
_recordingEnded
);
assert
(
paint
.
shader
==
null
||
paint
.
shader
is
!
EngineImageShader
,
'ImageShader not supported yet'
);
renderStrategy
.
hasArbitraryPaint
=
true
;
_didDraw
=
true
;
final
double
paintSpread
=
_getPaintSpread
(
paint
);
...
...
@@ -488,8 +478,6 @@ class RecordingCanvas {
void
drawPath
(
ui
.
Path
path
,
SurfacePaint
paint
)
{
assert
(!
_recordingEnded
);
assert
(
paint
.
shader
==
null
||
paint
.
shader
is
!
EngineImageShader
,
'ImageShader not supported yet'
);
if
(
paint
.
shader
==
null
)
{
// For Rect/RoundedRect paths use drawRect/drawRRect code paths for
// DomCanvas optimization.
...
...
lib/web_ui/lib/src/engine/html/render_vertices.dart
浏览文件 @
92bec478
...
...
@@ -101,51 +101,6 @@ abstract class GlRenderer {
/// This class gets instantiated on demand by Vertices constructor. For apps
/// that don't use Vertices WebGlRenderer will be removed from release binary.
class
_WebGlRenderer
implements
GlRenderer
{
/// Cached vertex shader reused by [drawVertices] and gradients.
static
String
?
_textureVertexShader
;
static
void
_setupVertexTransforms
(
GlContext
gl
,
GlProgram
glProgram
,
double
offsetX
,
double
offsetY
,
double
widthInPixels
,
double
heightInPixels
,
Matrix4
transform
)
{
Object
transformUniform
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_ctransform'
);
Matrix4
transformAtOffset
=
transform
.
clone
()
..
translate
(-
offsetX
,
-
offsetY
);
gl
.
setUniformMatrix4fv
(
transformUniform
,
false
,
transformAtOffset
.
storage
);
// Set uniform to scale 0..width/height pixels coordinates to -1..1
// clipspace range and flip the Y axis.
Object
resolution
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_scale'
);
gl
.
setUniform4f
(
resolution
,
2.0
/
widthInPixels
.
toDouble
(),
-
2.0
/
heightInPixels
.
toDouble
(),
1
,
1
);
Object
shift
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_shift'
);
gl
.
setUniform4f
(
shift
,
-
1
,
1
,
0
,
0
);
}
static
void
_setupTextureScalar
(
GlContext
gl
,
GlProgram
glProgram
,
double
sx
,
double
sy
)
{
Object
scalar
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_texscale'
);
gl
.
setUniform2f
(
scalar
,
sx
,
sy
);
}
static
dynamic
_tileModeToGlWrapping
(
GlContext
gl
,
ui
.
TileMode
tileMode
)
{
switch
(
tileMode
)
{
case
ui
.
TileMode
.
clamp
:
return
gl
.
kClampToEdge
;
case
ui
.
TileMode
.
decal
:
return
gl
.
kClampToEdge
;
case
ui
.
TileMode
.
mirror
:
return
gl
.
kMirroredRepeat
;
case
ui
.
TileMode
.
repeated
:
return
gl
.
kRepeat
;
}
}
@override
void
drawVertices
(
html
.
CanvasRenderingContext2D
?
context
,
...
...
@@ -193,10 +148,10 @@ class _WebGlRenderer implements GlRenderer {
final
String
vertexShader
=
imageShader
==
null
?
VertexShaders
.
writeBaseVertexShader
()
:
writeTextureVertexShader
();
:
VertexShaders
.
writeTextureVertexShader
();
final
String
fragmentShader
=
imageShader
==
null
?
_writeVerticesFragmentShader
()
:
_writeVertices
TextureFragmentShader
(
:
FragmentShaders
.
write
TextureFragmentShader
(
isWebGl2
,
imageShader
.
tileModeX
,
imageShader
.
tileModeY
);
GlContext
gl
=
...
...
@@ -208,15 +163,17 @@ class _WebGlRenderer implements GlRenderer {
Object
?
positionAttributeLocation
=
gl
.
getAttributeLocation
(
glProgram
.
program
,
'position'
);
_
setupVertexTransforms
(
gl
,
glProgram
,
offsetX
,
offsetY
,
setupVertexTransforms
(
gl
,
glProgram
,
offsetX
,
offsetY
,
widthInPixels
.
toDouble
(),
heightInPixels
.
toDouble
(),
transform
);
if
(
imageShader
!=
null
)
{
/// To map from vertex position to texture coordinate in 0..1 range,
/// we setup scalar to be used in vertex shader.
_setupTextureScalar
(
setupTextureTransform
(
gl
,
glProgram
,
0.0
,
0.0
,
1.0
/
imageShader
.
image
.
width
.
toDouble
(),
1.0
/
imageShader
.
image
.
height
.
toDouble
());
}
...
...
@@ -240,7 +197,8 @@ class _WebGlRenderer implements GlRenderer {
gl
.
enableVertexAttribArray
(
positionAttributeLocation
);
// Bind buffer as position buffer and transfer data.
gl
.
bindArrayBuffer
(
positionsBuffer
);
gl
.
bufferData
(
positions
,
gl
.
kStaticDraw
);
bufferVertexData
(
gl
,
positions
,
1.0
);
// Setup data format for attribute.
js_util
.
callMethod
(
gl
.
glContext
,
'vertexAttribPointer'
,
<
dynamic
>[
positionAttributeLocation
,
...
...
@@ -293,10 +251,10 @@ class _WebGlRenderer implements GlRenderer {
// Texture REPEAT and MIRROR is only supported in WebGL 2, for
// WebGL 1.0 we let shader compute correct uv coordinates.
gl
.
texParameteri
(
gl
.
kTexture2D
,
gl
.
kTextureWrapS
,
_
tileModeToGlWrapping
(
gl
,
imageShader
.
tileModeX
));
tileModeToGlWrapping
(
gl
,
imageShader
.
tileModeX
));
gl
.
texParameteri
(
gl
.
kTexture2D
,
gl
.
kTextureWrapT
,
_
tileModeToGlWrapping
(
gl
,
imageShader
.
tileModeY
));
tileModeToGlWrapping
(
gl
,
imageShader
.
tileModeY
));
// Mipmapping saves your texture in different resolutions
// so the graphics card can choose which resolution is optimal
...
...
@@ -339,9 +297,6 @@ class _WebGlRenderer implements GlRenderer {
context
.
restore
();
}
static
final
Uint16List
_vertexIndicesForRect
=
Uint16List
.
fromList
(<
int
>[
0
,
1
,
2
,
2
,
3
,
0
]);
/// Renders a rectangle using given program into an image resource.
///
/// Browsers that support OffscreenCanvas and the transferToImageBitmap api
...
...
@@ -434,7 +389,7 @@ class _WebGlRenderer implements GlRenderer {
Object
?
indexBuffer
=
gl
.
createBuffer
();
gl
.
bindElementArrayBuffer
(
indexBuffer
);
gl
.
bufferElementData
(
_
vertexIndicesForRect
,
gl
.
kStaticDraw
);
gl
.
bufferElementData
(
VertexShaders
.
vertexIndicesForRect
,
gl
.
kStaticDraw
);
if
(
gl
.
containsUniform
(
glProgram
.
program
,
'u_resolution'
))
{
Object
uRes
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_resolution'
);
...
...
@@ -446,26 +401,7 @@ class _WebGlRenderer implements GlRenderer {
gl
.
viewport
(
0
,
0
,
widthInPixels
.
toDouble
(),
heightInPixels
.
toDouble
());
gl
.
drawElements
(
gl
.
kTriangles
,
_vertexIndicesForRect
.
length
,
gl
.
kUnsignedShort
);
}
static
String
writeTextureVertexShader
()
{
if
(
_textureVertexShader
==
null
)
{
ShaderBuilder
builder
=
ShaderBuilder
(
webGLVersion
);
builder
.
addIn
(
ShaderType
.
kVec4
,
name:
'position'
);
builder
.
addUniform
(
ShaderType
.
kMat4
,
name:
'u_ctransform'
);
builder
.
addUniform
(
ShaderType
.
kVec4
,
name:
'u_scale'
);
builder
.
addUniform
(
ShaderType
.
kVec2
,
name:
'u_texscale'
);
builder
.
addUniform
(
ShaderType
.
kVec4
,
name:
'u_shift'
);
builder
.
addOut
(
ShaderType
.
kVec2
,
name:
'v_texcoord'
);
ShaderMethod
method
=
builder
.
addMethod
(
'main'
);
method
.
addStatement
(
'gl_Position = ((u_ctransform * position) * u_scale) + u_shift;'
);
method
.
addStatement
(
'v_texcoord = vec2(position.x * u_texscale.x, '
'(position.y * u_texscale.y));'
);
_textureVertexShader
=
builder
.
build
();
}
return
_textureVertexShader
!;
gl
.
kTriangles
,
VertexShaders
.
vertexIndicesForRect
.
length
,
gl
.
kUnsignedShort
);
}
/// This fragment shader enables Int32List of colors to be passed directly
...
...
@@ -486,34 +422,6 @@ class _WebGlRenderer implements GlRenderer {
return
builder
.
build
();
}
String
_writeVerticesTextureFragmentShader
(
bool
isWebGl2
,
ui
.
TileMode
?
tileModeX
,
ui
.
TileMode
?
tileModeY
)
{
ShaderBuilder
builder
=
ShaderBuilder
.
fragment
(
webGLVersion
);
builder
.
floatPrecision
=
ShaderPrecision
.
kMedium
;
builder
.
addIn
(
ShaderType
.
kVec2
,
name:
'v_texcoord'
);
builder
.
addUniform
(
ShaderType
.
kSampler2D
,
name:
'u_texture'
);
ShaderMethod
method
=
builder
.
addMethod
(
'main'
);
if
(
isWebGl2
||
tileModeX
==
null
||
tileModeY
==
null
||
(
tileModeX
==
ui
.
TileMode
.
clamp
&&
tileModeY
==
ui
.
TileMode
.
clamp
))
{
method
.
addStatement
(
'
${builder.fragmentColor.name}
= '
'
${builder.texture2DFunction}
(u_texture, v_texcoord);'
);
}
else
{
// Repeat and mirror are not supported for webgl1. Write code to
// adjust texture coordinate.
//
// This will write u and v floats, clamp/repeat and mirror the value and
// pass it to sampler.
method
.
addTileStatements
(
'v_texcoord.x'
,
'u'
,
tileModeX
);
method
.
addTileStatements
(
'v_texcoord.y'
,
'v'
,
tileModeY
);
method
.
addStatement
(
'vec2 uv = vec2(u, v);'
);
method
.
addStatement
(
'
${builder.fragmentColor.name}
= '
'
${builder.texture2DFunction}
(u_texture, uv);'
);
}
return
builder
.
build
();
}
@override
void
drawHairline
(
html
.
CanvasRenderingContext2D
?
_ctx
,
Float32List
positions
)
{
...
...
@@ -589,7 +497,7 @@ ui.Rect _transformBounds(
math
.
max
(
y0
,
math
.
max
(
y1
,
math
.
max
(
y2
,
y3
))));
}
// Converts from [VertexMode] triangleFan and triangleStrip to triangles.
//
/
Converts from [VertexMode] triangleFan and triangleStrip to triangles.
Float32List
convertVertexPositions
(
ui
.
VertexMode
mode
,
Float32List
positions
)
{
assert
(
mode
!=
ui
.
VertexMode
.
triangles
);
if
(
mode
==
ui
.
VertexMode
.
triangleFan
)
{
...
...
lib/web_ui/lib/src/engine/html/shaders/image_shader.dart
浏览文件 @
92bec478
...
...
@@ -2,20 +2,267 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import
'dart:html'
as
html
;
import
'dart:js_util'
as
js_util
;
import
'dart:typed_data'
;
import
'package:ui/ui.dart'
as
ui
;
import
'../offscreen_canvas.dart'
;
import
'../render_vertices.dart'
;
import
'../../browser_detection.dart'
;
import
'../../html_image_codec.dart'
;
import
'../../vector_math.dart'
;
import
'vertex_shaders.dart'
;
import
'webgl_context.dart'
;
class
EngineImageShader
implements
ui
.
ImageShader
{
EngineImageShader
(
ui
.
Image
image
,
this
.
tileModeX
,
this
.
tileModeY
,
this
.
matrix4
,
this
.
filterQuality
)
:
this
.
image
=
image
as
HtmlImage
;
Float64List
matrix4
,
this
.
filterQuality
)
:
this
.
image
=
image
as
HtmlImage
,
this
.
matrix4
=
Float32List
.
fromList
(
matrix4
);
final
ui
.
TileMode
tileModeX
;
final
ui
.
TileMode
tileModeY
;
final
Float
64
List
matrix4
;
final
Float
32
List
matrix4
;
final
ui
.
FilterQuality
?
filterQuality
;
final
HtmlImage
image
;
/// Whether fill pattern requires transform to shift tiling offset.
bool
requiresTileOffset
=
false
;
Object
createPaintStyle
(
html
.
CanvasRenderingContext2D
context
,
ui
.
Rect
?
shaderBounds
,
double
density
)
{
/// Creates a canvas rendering context pattern based on image and tile modes.
final
ui
.
TileMode
tileX
=
tileModeX
;
final
ui
.
TileMode
tileY
=
tileModeY
;
if
(
tileX
!=
ui
.
TileMode
.
clamp
&&
tileY
!=
ui
.
TileMode
.
clamp
)
{
return
context
.
createPattern
(
_resolveTiledImageSource
(
image
,
tileX
,
tileY
)!,
_tileModeToHtmlRepeatAttribute
(
tileX
,
tileY
))!;
}
else
{
initWebGl
();
return
_createGlShader
(
context
,
shaderBounds
!,
density
);
}
}
/// Converts tilemode to CSS repeat attribute.
///
/// CSS and Canvas2D createPattern apis only support repeated tiles.
/// For mirroring we create a new image with mirror builtin so both
/// repeated and mirrored modes can be supported when applied to
/// html element background-image or used by createPattern api.
String
_tileModeToHtmlRepeatAttribute
(
ui
.
TileMode
tileModeX
,
ui
.
TileMode
tileModeY
)
{
final
bool
repeatX
=
tileModeX
==
ui
.
TileMode
.
repeated
||
tileModeX
==
ui
.
TileMode
.
mirror
;
final
bool
repeatY
=
tileModeY
==
ui
.
TileMode
.
repeated
||
tileModeY
==
ui
.
TileMode
.
mirror
;
return
repeatX
?
(
repeatY
?
'repeat'
:
'repeat-x'
)
:
(
repeatY
?
'repeat-y'
:
'no-repeat'
);
}
/// Tiles the image and returns an image or canvas element to be used as
/// source for a repeated pattern.
///
/// Other alternative was to create a webgl shader for the area and
/// tile in the shader, but that will generate a much larger image footprint
/// when the pattern is small. So we opt here for mirroring by
/// redrawing the image 2 or 4 times into a new bitmap.
Object
?
_resolveTiledImageSource
(
HtmlImage
image
,
ui
.
TileMode
tileX
,
ui
.
TileMode
tileY
)
{
final
int
mirrorX
=
tileX
==
ui
.
TileMode
.
mirror
?
2
:
1
;
final
int
mirrorY
=
tileY
==
ui
.
TileMode
.
mirror
?
2
:
1
;
/// If we have no mirror, we can use image directly as pattern.
if
(
mirrorX
==
1
&&
mirrorY
==
1
)
{
return
image
.
imgElement
;
}
/// Create a new image by mirroring.
final
int
imageWidth
=
image
.
width
;
final
int
imageHeight
=
image
.
height
;
final
int
newWidth
=
imageWidth
*
mirrorX
;
final
int
newHeight
=
imageHeight
*
mirrorY
;
OffScreenCanvas
offscreenCanvas
=
OffScreenCanvas
(
newWidth
,
newHeight
);
Object
renderContext
=
offscreenCanvas
.
getContext2d
()!;
for
(
int
y
=
0
;
y
<
mirrorY
;
y
++)
{
for
(
int
x
=
0
;
x
<
mirrorX
;
x
++)
{
int
flipX
=
x
!=
0
?
-
1
:
1
;
int
flipY
=
y
!=
0
?
-
1
:
1
;
/// To draw image flipped we set translate and scale and pass
/// negative width/height to drawImage.
if
(
flipX
!=
1
||
flipY
!=
1
)
{
js_util
.
callMethod
(
renderContext
,
'scale'
,
<
dynamic
>[
flipX
,
flipY
]);
}
js_util
.
callMethod
(
renderContext
,
'drawImage'
,
<
dynamic
>[
image
.
imgElement
,
x
==
0
?
0
:
-
2
*
imageWidth
,
y
==
0
?
0
:
-
2
*
imageHeight
]);
if
(
flipX
!=
1
||
flipY
!=
1
)
{
/// Restore transform. This is faster than save/restore on context.
js_util
.
callMethod
(
renderContext
,
'scale'
,
<
dynamic
>[
flipX
,
flipY
]);
}
}
}
// When using OffscreenCanvas and transferToImageBitmap is supported by
// browser create ImageBitmap otherwise use more expensive canvas
// allocation.
if
(
OffScreenCanvas
.
supported
&&
offscreenCanvas
.
transferToImageBitmapSupported
)
{
return
offscreenCanvas
.
transferToImageBitmap
();
}
else
{
html
.
CanvasElement
canvas
=
html
.
CanvasElement
(
width:
newWidth
,
height:
newHeight
);
final
html
.
CanvasRenderingContext2D
ctx
=
canvas
.
context2D
;
offscreenCanvas
.
transferImage
(
ctx
);
return
canvas
;
}
}
/// Creates an image with tiled/transformed images.
html
.
CanvasPattern
_createGlShader
(
html
.
CanvasRenderingContext2D
?
context
,
ui
.
Rect
shaderBounds
,
double
density
)
{
final
Matrix4
transform
=
Matrix4
.
fromFloat32List
(
matrix4
);
final
double
dpr
=
ui
.
window
.
devicePixelRatio
;
int
widthInPixels
=
(
shaderBounds
.
width
*
dpr
).
ceil
();
int
heightInPixels
=
(
shaderBounds
.
height
*
dpr
).
ceil
();
assert
(
widthInPixels
>
0
&&
heightInPixels
>
0
);
/// Render tiles into a bitmap and create a canvas pattern.
final
bool
isWebGl2
=
webGLVersion
==
WebGLVersion
.
webgl2
;
final
String
vertexShader
=
VertexShaders
.
writeTextureVertexShader
();
final
String
fragmentShader
=
FragmentShaders
.
writeTextureFragmentShader
(
isWebGl2
,
tileModeX
,
tileModeY
);
/// Render gradient into a bitmap and create a canvas pattern.
OffScreenCanvas
offScreenCanvas
=
OffScreenCanvas
(
widthInPixels
,
heightInPixels
);
GlContext
gl
=
GlContext
(
offScreenCanvas
);
gl
.
setViewportSize
(
widthInPixels
,
heightInPixels
);
GlProgram
glProgram
=
gl
.
cacheProgram
(
vertexShader
,
fragmentShader
);
gl
.
useProgram
(
glProgram
);
const
int
vertexCount
=
6
;
final
Float32List
vertices
=
Float32List
(
vertexCount
*
2
);
ui
.
Rect
vRect
=
shaderBounds
.
translate
(-
shaderBounds
.
left
,
-
shaderBounds
.
top
);
vertices
[
0
]
=
vRect
.
left
;
vertices
[
1
]
=
vRect
.
top
;
vertices
[
2
]
=
vRect
.
right
;
vertices
[
3
]
=
vRect
.
top
;
vertices
[
4
]
=
vRect
.
right
;
vertices
[
5
]
=
vRect
.
bottom
;
vertices
[
6
]
=
vRect
.
right
;
vertices
[
7
]
=
vRect
.
bottom
;
vertices
[
8
]
=
vRect
.
left
;
vertices
[
9
]
=
vRect
.
bottom
;
vertices
[
10
]
=
vRect
.
left
;
vertices
[
11
]
=
vRect
.
top
;
Object
?
positionAttributeLocation
=
gl
.
getAttributeLocation
(
glProgram
.
program
,
'position'
);
setupVertexTransforms
(
gl
,
glProgram
,
0
,
0
,
widthInPixels
.
toDouble
(),
heightInPixels
.
toDouble
(),
transform
);
requiresTileOffset
=
shaderBounds
.
left
!=
0
||
shaderBounds
.
top
!=
0
;
/// To map from vertex position to texture coordinate in 0..1 range,
/// we setup scalar to be used in vertex shader.
setupTextureTransform
(
gl
,
glProgram
,
shaderBounds
.
left
,
shaderBounds
.
top
,
1.0
/
image
.
width
.
toDouble
(),
1.0
/
image
.
height
.
toDouble
());
/// Setup geometry.
///
/// Create buffer for vertex coordinates.
Object
positionsBuffer
=
gl
.
createBuffer
()!;
assert
(
positionsBuffer
!=
null
);
// ignore: unnecessary_null_comparison
Object
?
vao
;
if
(
isWebGl2
)
{
/// Create a vertex array object.
vao
=
gl
.
createVertexArray
();
/// Set vertex array object as active one.
gl
.
bindVertexArray
(
vao
!);
}
/// Turn on position attribute.
gl
.
enableVertexAttribArray
(
positionAttributeLocation
);
/// Bind buffer as position buffer and transfer data.
gl
.
bindArrayBuffer
(
positionsBuffer
);
bufferVertexData
(
gl
,
vertices
,
ui
.
window
.
devicePixelRatio
);
/// Setup data format for attribute.
js_util
.
callMethod
(
gl
.
glContext
,
'vertexAttribPointer'
,
<
dynamic
>[
positionAttributeLocation
,
2
,
gl
.
kFloat
,
false
,
0
,
0
,
]);
/// Copy image to the texture.
Object
?
texture
=
gl
.
createTexture
();
/// Texture units are a global array of references to the textures.
/// By setting activeTexture, we associate the bound texture to a unit.
/// Every time we call a texture function such as texImage2D with a target
/// like TEXTURE_2D, it looks up texture by using the currently active
/// unit.
/// In our case we have a single texture unit 0.
gl
.
activeTexture
(
gl
.
kTexture0
);
gl
.
bindTexture
(
gl
.
kTexture2D
,
texture
);
gl
.
texImage2D
(
gl
.
kTexture2D
,
0
,
gl
.
kRGBA
,
gl
.
kRGBA
,
gl
.
kUnsignedByte
,
image
.
imgElement
);
if
(
isWebGl2
)
{
/// Texture REPEAT and MIRROR is only supported in WebGL 2, for
/// WebGL 1.0 we let shader compute correct uv coordinates.
gl
.
texParameteri
(
gl
.
kTexture2D
,
gl
.
kTextureWrapS
,
tileModeToGlWrapping
(
gl
,
tileModeX
));
gl
.
texParameteri
(
gl
.
kTexture2D
,
gl
.
kTextureWrapT
,
tileModeToGlWrapping
(
gl
,
tileModeY
));
/// Mipmapping saves your texture in different resolutions
/// so the graphics card can choose which resolution is optimal
/// without artifacts.
gl
.
generateMipmap
(
gl
.
kTexture2D
);
}
else
{
/// For webgl1, if a texture is not mipmap complete, then the return
/// value of a texel fetch is (0, 0, 0, 1), so we have to set
/// minifying function to filter.
/// See https://www.khronos.org/registry/webgl/specs/1.0.0/#5.13.8.
gl
.
texParameteri
(
gl
.
kTexture2D
,
gl
.
kTextureWrapS
,
gl
.
kClampToEdge
);
gl
.
texParameteri
(
gl
.
kTexture2D
,
gl
.
kTextureWrapT
,
gl
.
kClampToEdge
);
gl
.
texParameteri
(
gl
.
kTexture2D
,
gl
.
kTextureMinFilter
,
gl
.
kLinear
);
}
/// Finally render triangles.
gl
.
clear
();
gl
.
drawTriangles
(
vertexCount
,
ui
.
VertexMode
.
triangles
);
if
(
vao
!=
null
)
{
gl
.
unbindVertexArray
();
}
Object
?
bitmapImage
=
gl
.
readPatternData
();
gl
.
bindArrayBuffer
(
null
);
gl
.
bindElementArrayBuffer
(
null
);
return
context
!.
createPattern
(
bitmapImage
!,
'no-repeat'
)!;
}
}
lib/web_ui/lib/src/engine/html/shaders/vertex_shaders.dart
浏览文件 @
92bec478
...
...
@@ -2,12 +2,21 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import
'dart:typed_data'
;
import
'package:ui/ui.dart'
as
ui
;
import
'shader_builder.dart'
;
import
'../../browser_detection.dart'
;
/// Provides common shaders used for gradients and drawVertices APIs.
class
VertexShaders
{
static
final
Uint16List
vertexIndicesForRect
=
Uint16List
.
fromList
(<
int
>[
0
,
1
,
2
,
2
,
3
,
0
]);
/// Cached vertex shaders.
static
String
?
_baseVertexShader
;
static
String
?
_textureVertexShader
;
/// Creates a vertex shader transforms pixel space [Vertices.positions] to
/// final clipSpace -1..1 coordinates with inverted Y Axis.
...
...
@@ -39,4 +48,53 @@ class VertexShaders {
}
return
_baseVertexShader
!;
}
static
String
writeTextureVertexShader
()
{
if
(
_textureVertexShader
==
null
)
{
ShaderBuilder
builder
=
ShaderBuilder
(
webGLVersion
);
builder
.
addIn
(
ShaderType
.
kVec4
,
name:
'position'
);
builder
.
addUniform
(
ShaderType
.
kMat4
,
name:
'u_ctransform'
);
builder
.
addUniform
(
ShaderType
.
kVec4
,
name:
'u_scale'
);
builder
.
addUniform
(
ShaderType
.
kVec4
,
name:
'u_textransform'
);
builder
.
addUniform
(
ShaderType
.
kVec4
,
name:
'u_shift'
);
builder
.
addOut
(
ShaderType
.
kVec2
,
name:
'v_texcoord'
);
ShaderMethod
method
=
builder
.
addMethod
(
'main'
);
method
.
addStatement
(
'gl_Position = ((u_ctransform * position) * u_scale) + u_shift;'
);
method
.
addStatement
(
'v_texcoord = vec2((u_textransform.z + position.x) * u_textransform.x, '
'((u_textransform.w + position.y) * u_textransform.y));'
);
_textureVertexShader
=
builder
.
build
();
}
return
_textureVertexShader
!;
}
}
class
FragmentShaders
{
static
String
writeTextureFragmentShader
(
bool
isWebGl2
,
ui
.
TileMode
?
tileModeX
,
ui
.
TileMode
?
tileModeY
)
{
ShaderBuilder
builder
=
ShaderBuilder
.
fragment
(
webGLVersion
);
builder
.
floatPrecision
=
ShaderPrecision
.
kMedium
;
builder
.
addIn
(
ShaderType
.
kVec2
,
name:
'v_texcoord'
);
builder
.
addUniform
(
ShaderType
.
kSampler2D
,
name:
'u_texture'
);
ShaderMethod
method
=
builder
.
addMethod
(
'main'
);
if
(
isWebGl2
||
tileModeX
==
null
||
tileModeY
==
null
||
(
tileModeX
==
ui
.
TileMode
.
clamp
&&
tileModeY
==
ui
.
TileMode
.
clamp
))
{
method
.
addStatement
(
'
${builder.fragmentColor.name}
= '
'
${builder.texture2DFunction}
(u_texture, v_texcoord);'
);
}
else
{
// Repeat and mirror are not supported for webgl1. Write code to
// adjust texture coordinate.
//
// This will write u and v floats, clamp/repeat and mirror the value and
// pass it to sampler.
method
.
addTileStatements
(
'v_texcoord.x'
,
'u'
,
tileModeX
);
method
.
addTileStatements
(
'v_texcoord.y'
,
'v'
,
tileModeY
);
method
.
addStatement
(
'vec2 uv = vec2(u, v);'
);
method
.
addStatement
(
'
${builder.fragmentColor.name}
= '
'
${builder.texture2DFunction}
(u_texture, uv);'
);
}
return
builder
.
build
();
}
}
lib/web_ui/lib/src/engine/html/shaders/webgl_context.dart
浏览文件 @
92bec478
...
...
@@ -11,6 +11,7 @@ import 'package:ui/ui.dart' as ui;
import
'../offscreen_canvas.dart'
;
import
'../../browser_detection.dart'
;
import
'../../vector_math.dart'
;
/// Compiled and cached gl program.
class
GlProgram
{
...
...
@@ -486,3 +487,59 @@ class GlContextCache {
return
_cachedContext
;
}
}
void
setupVertexTransforms
(
GlContext
gl
,
GlProgram
glProgram
,
double
offsetX
,
double
offsetY
,
double
widthInPixels
,
double
heightInPixels
,
Matrix4
transform
)
{
Object
transformUniform
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_ctransform'
);
Matrix4
transformAtOffset
=
transform
.
clone
()
..
translate
(-
offsetX
,
-
offsetY
);
gl
.
setUniformMatrix4fv
(
transformUniform
,
false
,
transformAtOffset
.
storage
);
// Set uniform to scale 0..width/height pixels coordinates to -1..1
// clipspace range and flip the Y axis.
Object
resolution
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_scale'
);
gl
.
setUniform4f
(
resolution
,
2.0
/
widthInPixels
.
toDouble
(),
-
2.0
/
heightInPixels
.
toDouble
(),
1
,
1
);
Object
shift
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_shift'
);
gl
.
setUniform4f
(
shift
,
-
1
,
1
,
0
,
0
);
}
void
setupTextureTransform
(
GlContext
gl
,
GlProgram
glProgram
,
double
offsetx
,
double
offsety
,
double
sx
,
double
sy
)
{
Object
scalar
=
gl
.
getUniformLocation
(
glProgram
.
program
,
'u_textransform'
);
gl
.
setUniform4f
(
scalar
,
sx
,
sy
,
offsetx
,
offsety
);
}
void
bufferVertexData
(
GlContext
gl
,
Float32List
positions
,
double
devicePixelRatio
)
{
if
(
devicePixelRatio
==
1.0
)
{
gl
.
bufferData
(
positions
,
gl
.
kStaticDraw
);
}
else
{
final
int
length
=
positions
.
length
;
Float32List
scaledList
=
Float32List
(
length
);
for
(
int
i
=
0
;
i
<
length
;
i
++)
{
scaledList
[
i
]
=
positions
[
i
]
*
devicePixelRatio
;
}
gl
.
bufferData
(
scaledList
,
gl
.
kStaticDraw
);
}
}
dynamic
tileModeToGlWrapping
(
GlContext
gl
,
ui
.
TileMode
tileMode
)
{
switch
(
tileMode
)
{
case
ui
.
TileMode
.
clamp
:
return
gl
.
kClampToEdge
;
case
ui
.
TileMode
.
decal
:
return
gl
.
kClampToEdge
;
case
ui
.
TileMode
.
mirror
:
return
gl
.
kMirroredRepeat
;
case
ui
.
TileMode
.
repeated
:
return
gl
.
kRepeat
;
}
}
\ No newline at end of file
lib/web_ui/test/engine/surface/path/path_iterator_test.dart
浏览文件 @
92bec478
...
...
@@ -5,6 +5,7 @@
import
'dart:typed_data'
;
import
'package:ui/src/engine.dart'
;
import
'package:ui/src/engine/html/path/path_utils.dart'
;
import
'package:test/bootstrap/browser.dart'
;
import
'package:test/test.dart'
;
...
...
lib/web_ui/test/engine/surface/path/path_winding_test.dart
浏览文件 @
92bec478
...
...
@@ -8,6 +8,7 @@ import 'package:test/bootstrap/browser.dart';
import
'package:test/test.dart'
;
import
'package:ui/ui.dart'
hide
window
;
import
'package:ui/src/engine.dart'
;
import
'package:ui/src/engine/html/path/path_utils.dart'
;
void
main
(
)
{
internalBootstrapBrowserTest
(()
=>
testMain
);
...
...
lib/web_ui/test/golden_tests/engine/image_shader_golden_test.dart
0 → 100644
浏览文件 @
92bec478
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import
'dart:html'
as
html
;
import
'dart:js_util'
as
js_util
;
import
'package:test/bootstrap/browser.dart'
;
import
'package:test/test.dart'
;
import
'package:ui/ui.dart'
hide
TextStyle
;
import
'package:ui/src/engine.dart'
;
import
'screenshot.dart'
;
void
main
(
)
{
internalBootstrapBrowserTest
(()
=>
testMain
);
}
void
testMain
(
)
async
{
const
double
screenWidth
=
400.0
;
const
double
screenHeight
=
400.0
;
const
Rect
screenRect
=
Rect
.
fromLTWH
(
0
,
0
,
screenWidth
,
screenHeight
);
final
HtmlImage
testImage
=
createTestImage
();
setUp
(()
async
{
debugEmulateFlutterTesterEnvironment
=
true
;
await
webOnlyInitializePlatform
();
webOnlyFontCollection
.
debugRegisterTestFonts
();
await
webOnlyFontCollection
.
ensureFontsLoaded
();
});
void
_drawShapes
(
RecordingCanvas
rc
,
SurfacePaint
paint
,
Rect
shaderRect
)
{
/// Rect.
rc
.
drawRect
(
shaderRect
,
paint
);
shaderRect
=
shaderRect
.
translate
(
100
,
0
);
/// Circle.
rc
.
drawCircle
(
shaderRect
.
center
,
shaderRect
.
width
/
2
,
paint
);
shaderRect
=
shaderRect
.
translate
(
110
,
0
);
/// Oval.
rc
.
drawOval
(
Rect
.
fromLTWH
(
shaderRect
.
left
,
shaderRect
.
top
,
shaderRect
.
width
,
shaderRect
.
height
/
2
),
paint
);
shaderRect
=
shaderRect
.
translate
(-
210
,
120
);
/// Path.
Path
path
=
Path
()
..
moveTo
(
shaderRect
.
center
.
dx
,
shaderRect
.
top
)
..
lineTo
(
shaderRect
.
right
,
shaderRect
.
bottom
)
..
lineTo
(
shaderRect
.
left
,
shaderRect
.
bottom
)
..
close
();
rc
.
drawPath
(
path
,
paint
);
shaderRect
=
shaderRect
.
translate
(
100
,
0
);
/// RRect.
rc
.
drawRRect
(
RRect
.
fromRectXY
(
shaderRect
,
10
,
20
),
paint
);
shaderRect
=
shaderRect
.
translate
(
110
,
0
);
/// DRRect.
rc
.
drawDRRect
(
RRect
.
fromRectXY
(
shaderRect
,
20
,
30
),
RRect
.
fromRectXY
(
shaderRect
.
deflate
(
24
),
16
,
24
),
paint
);
shaderRect
=
shaderRect
.
translate
(-
200
,
120
);
}
Future
<
void
>
testImageShader
(
TileMode
tmx
,
TileMode
tmy
,
String
fileName
,
{
double
maxDiffRatePercent
=
0.0
})
async
{
final
RecordingCanvas
rc
=
RecordingCanvas
(
const
Rect
.
fromLTRB
(
0
,
0
,
screenWidth
,
screenHeight
));
//Rect shaderRect = const Rect.fromLTRB(20, 20, 100, 100);
Rect
shaderRect
=
const
Rect
.
fromLTRB
(
0
,
0
,
100
,
100
);
final
SurfacePaint
paint
=
Paint
()
as
SurfacePaint
;
paint
.
shader
=
ImageShader
(
testImage
,
tmx
,
tmy
,
Matrix4
.
identity
().
toFloat64
()
,
filterQuality:
FilterQuality
.
high
);
_drawShapes
(
rc
,
paint
,
shaderRect
);
expect
(
rc
.
renderStrategy
.
hasArbitraryPaint
,
isTrue
);
await
canvasScreenshot
(
rc
,
fileName
,
region:
screenRect
,
maxDiffRatePercent:
maxDiffRatePercent
);
}
test
(
'Should draw with tiled imageshader.'
,
()
async
{
await
testImageShader
(
TileMode
.
repeated
,
TileMode
.
repeated
,
'image_shader_tiled'
,
maxDiffRatePercent:
5.0
);
});
test
(
'Should draw with horizontally mirrored imageshader.'
,
()
async
{
await
testImageShader
(
TileMode
.
mirror
,
TileMode
.
repeated
,
'image_shader_horiz_mirror'
,
maxDiffRatePercent:
6.0
);
});
test
(
'Should draw with vertically mirrored imageshader.'
,
()
async
{
await
testImageShader
(
TileMode
.
repeated
,
TileMode
.
mirror
,
'image_shader_vert_mirror'
,
maxDiffRatePercent:
5.0
);
});
test
(
'Should draw with mirrored imageshader.'
,
()
async
{
await
testImageShader
(
TileMode
.
mirror
,
TileMode
.
mirror
,
'image_shader_mirror'
,
maxDiffRatePercent:
6.0
);
});
test
(
'Should draw with horizontal clamp imageshader.'
,
()
async
{
await
testImageShader
(
TileMode
.
clamp
,
TileMode
.
repeated
,
'image_shader_clamp_horiz'
,
maxDiffRatePercent:
13.0
);
});
test
(
'Should draw with vertical clamp imageshader.'
,
()
async
{
await
testImageShader
(
TileMode
.
repeated
,
TileMode
.
clamp
,
'image_shader_clamp_vertical'
,
maxDiffRatePercent:
1.0
);
});
test
(
'Should draw with clamp imageshader.'
,
()
async
{
await
testImageShader
(
TileMode
.
clamp
,
TileMode
.
clamp
,
'image_shader_clamp'
,
maxDiffRatePercent:
1.0
);
});
}
HtmlImage
createTestImage
(
)
{
const
int
width
=
16
;
const
int
width2
=
width
~/
2
;
const
int
height
=
16
;
html
.
CanvasElement
canvas
=
new
html
.
CanvasElement
(
width:
width
,
height:
height
);
html
.
CanvasRenderingContext2D
ctx
=
canvas
.
context2D
;
ctx
.
fillStyle
=
'#E04040'
;
ctx
.
fillRect
(
0
,
0
,
width2
,
width2
);
ctx
.
fill
();
ctx
.
fillStyle
=
'#40E080'
;
ctx
.
fillRect
(
width2
,
0
,
width2
,
width2
);
ctx
.
fill
();
ctx
.
fillStyle
=
'#2040E0'
;
ctx
.
fillRect
(
width2
,
width2
,
width2
,
width2
);
ctx
.
fill
();
html
.
ImageElement
imageElement
=
html
.
ImageElement
();
imageElement
.
src
=
js_util
.
callMethod
(
canvas
,
'toDataURL'
,
<
dynamic
>[]);
return
HtmlImage
(
imageElement
,
width
,
height
);
}
lib/web_ui/test/path_test.dart
浏览文件 @
92bec478
...
...
@@ -10,6 +10,8 @@ import 'package:test/bootstrap/browser.dart';
import
'package:test/test.dart'
;
import
'package:ui/ui.dart'
hide
window
;
import
'package:ui/src/engine.dart'
;
import
'package:ui/src/engine/html/path/path_ref.dart'
;
import
'package:ui/src/engine/html/path/path_utils.dart'
;
import
'matchers.dart'
;
...
...
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