| // helper JS that could be used anywhere in the glue code |
| |
| function clamp(c) { |
| return Math.round(Math.max(0, Math.min(c || 0, 255))); |
| } |
| |
| // Colors are just a 32 bit number with 8 bits each of a, r, g, b |
| // The API is the same as CSS's representation of color rgba(), that is |
| // r,g,b are 0-255, and a is 0.0 to 1.0. |
| // if a is omitted, it will be assumed to be 1.0 |
| CanvasKit.Color = function(r, g, b, a) { |
| if (a === undefined) { |
| a = 1; |
| } |
| // The >>> 0 converts the signed int to an unsigned int. Skia's |
| // SkColor object is an unsigned int. |
| // https://stackoverflow.com/a/14891172 |
| return ((clamp(a*255) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0)) >>> 0; |
| } |
| |
| // returns [r, g, b, a] from a color |
| // where a is scaled between 0 and 1.0 |
| CanvasKit.getColorComponents = function(color) { |
| return [ |
| (color >> 16) & 0xFF, |
| (color >> 8) & 0xFF, |
| (color >> 0) & 0xFF, |
| ((color >> 24) & 0xFF) / 255, |
| ] |
| } |
| |
| CanvasKit.multiplyByAlpha = function(color, alpha) { |
| if (alpha === 1) { |
| return color; |
| } |
| // extract as int from 0 to 255 |
| var a = (color >> 24) & 0xFF; |
| a *= alpha; |
| // mask off the old alpha |
| color &= 0xFFFFFF; |
| // back to unsigned int to match SkColor. |
| return (clamp(a) << 24 | color) >>> 0; |
| } |
| |
| function radiansToDegrees(rad) { |
| return (rad / Math.PI) * 180; |
| } |
| |
| function degreesToRadians(deg) { |
| return (deg / 180) * Math.PI; |
| } |
| |
| // See https://stackoverflow.com/a/31090240 |
| // This contraption keeps closure from minifying away the check |
| // if btoa is defined *and* prevents runtime "btoa" or "window" is not defined. |
| // Defined outside any scopes to make it available in all files. |
| var isNode = !(new Function("try {return this===window;}catch(e){ return false;}")()); |
| |
| function almostEqual(floata, floatb) { |
| return Math.abs(floata - floatb) < 0.00001; |
| } |
| |
| |
| var nullptr = 0; // emscripten doesn't like to take null as uintptr_t |
| |
| // arr can be a normal JS array or a TypedArray |
| // dest is something like CanvasKit.HEAPF32 |
| // ptr can be optionally provided if the memory was already allocated. |
| function copy1dArray(arr, dest, ptr) { |
| if (!arr || !arr.length) { |
| return nullptr; |
| } |
| if (!ptr) { |
| ptr = CanvasKit._malloc(arr.length * dest.BYTES_PER_ELEMENT); |
| } |
| // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single |
| // byte elements. When we run _malloc, we always get an offset/pointer into |
| // that block of memory. |
| // CanvasKit exposes some different views to make it easier to work with |
| // different types. HEAPF32 for example, exposes it as a float* |
| // However, to make the ptr line up, we have to do some pointer arithmetic. |
| // Concretely, we need to convert ptr to go from an index into a 1-byte-wide |
| // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32) |
| // and thus we divide ptr by 4. |
| dest.set(arr, ptr / dest.BYTES_PER_ELEMENT); |
| return ptr; |
| } |
| |
| // arr should be a non-jagged 2d JS array (TypedArrays can't be nested |
| // inside themselves.) |
| // dest is something like CanvasKit.HEAPF32 |
| // ptr can be optionally provided if the memory was already allocated. |
| function copy2dArray(arr, dest, ptr) { |
| if (!arr || !arr.length) { |
| return nullptr; |
| } |
| if (!ptr) { |
| ptr = CanvasKit._malloc(arr.length * arr[0].length * dest.BYTES_PER_ELEMENT); |
| } |
| var idx = 0; |
| var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT; |
| for (var r = 0; r < arr.length; r++) { |
| for (var c = 0; c < arr[0].length; c++) { |
| dest[adjustedPtr + idx] = arr[r][c]; |
| idx++; |
| } |
| } |
| return ptr; |
| } |
| |
| // arr should be a non-jagged 3d JS array (TypedArrays can't be nested |
| // inside themselves.) |
| // dest is something like CanvasKit.HEAPF32 |
| // ptr can be optionally provided if the memory was already allocated. |
| function copy3dArray(arr, dest, ptr) { |
| if (!arr || !arr.length || !arr[0].length) { |
| return nullptr; |
| } |
| if (!ptr) { |
| ptr = CanvasKit._malloc(arr.length * arr[0].length * arr[0][0].length * dest.BYTES_PER_ELEMENT); |
| } |
| var idx = 0; |
| var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT; |
| for (var x = 0; x < arr.length; x++) { |
| for (var y = 0; y < arr[0].length; y++) { |
| for (var z = 0; z < arr[0][0].length; z++) { |
| dest[adjustedPtr + idx] = arr[x][y][z]; |
| idx++; |
| } |
| } |
| } |
| return ptr; |
| } |
| |
| // Caching the Float32Arrays can save having to reallocate them |
| // over and over again. |
| var Float32ArrayCache = {}; |
| |
| // Takes a 2D array of commands and puts them into the WASM heap |
| // as a 1D array. This allows them to referenced from the C++ code. |
| // Returns a 2 element array, with the first item being essentially a |
| // pointer to the array and the second item being the length of |
| // the new 1D array. |
| // |
| // Example usage: |
| // let cmds = [ |
| // [CanvasKit.MOVE_VERB, 0, 10], |
| // [CanvasKit.LINE_VERB, 30, 40], |
| // [CanvasKit.QUAD_VERB, 20, 50, 45, 60], |
| // ]; |
| function loadCmdsTypedArray(arr) { |
| var len = 0; |
| for (var r = 0; r < arr.length; r++) { |
| len += arr[r].length; |
| } |
| |
| var ta; |
| if (Float32ArrayCache[len]) { |
| ta = Float32ArrayCache[len]; |
| } else { |
| ta = new Float32Array(len); |
| Float32ArrayCache[len] = ta; |
| } |
| // Flatten into a 1d array |
| var i = 0; |
| for (var r = 0; r < arr.length; r++) { |
| for (var c = 0; c < arr[r].length; c++) { |
| var item = arr[r][c]; |
| ta[i] = item; |
| i++; |
| } |
| } |
| |
| var ptr = copy1dArray(ta, CanvasKit.HEAPF32); |
| return [ptr, len]; |
| } |
| |
| function saveBytesToFile(bytes, fileName) { |
| if (!isNode) { |
| // https://stackoverflow.com/a/32094834 |
| var blob = new Blob([bytes], {type: 'application/octet-stream'}); |
| url = window.URL.createObjectURL(blob); |
| var a = document.createElement('a'); |
| document.body.appendChild(a); |
| a.href = url; |
| a.download = fileName; |
| a.click(); |
| // clean up after because FF might not download it synchronously |
| setTimeout(function() { |
| URL.revokeObjectURL(url); |
| a.remove(); |
| }, 50); |
| } else { |
| var fs = require('fs'); |
| // https://stackoverflow.com/a/42006750 |
| // https://stackoverflow.com/a/47018122 |
| fs.writeFile(fileName, new Buffer(bytes), function(err) { |
| if (err) throw err; |
| }); |
| } |
| } |
| /** |
| * Generic helper for dealing with an array of four floats. |
| */ |
| CanvasKit.FourFloatArrayHelper = function() { |
| this._floats = []; |
| this._ptr = null; |
| |
| Object.defineProperty(this, 'length', { |
| enumerable: true, |
| get: function() { |
| return this._floats.length / 4; |
| }, |
| }); |
| } |
| |
| /** |
| * push the four floats onto the end of the array - if build() has already |
| * been called, the call will return without modifying anything. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.push = function(f1, f2, f3, f4) { |
| if (this._ptr) { |
| SkDebug('Cannot push more points - already built'); |
| return; |
| } |
| this._floats.push(f1, f2, f3, f4); |
| } |
| |
| /** |
| * Set the four floats at a given index - if build() has already |
| * been called, the WASM memory will be written to directly. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.set = function(idx, f1, f2, f3, f4) { |
| if (idx < 0 || idx >= this._floats.length/4) { |
| SkDebug('Cannot set index ' + idx + ', it is out of range', this._floats.length/4); |
| return; |
| } |
| idx *= 4; |
| var BYTES_PER_ELEMENT = 4; |
| if (this._ptr) { |
| // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 |
| var floatPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; |
| CanvasKit.HEAPF32[floatPtr] = f1; |
| CanvasKit.HEAPF32[floatPtr + 1] = f2; |
| CanvasKit.HEAPF32[floatPtr + 2] = f3; |
| CanvasKit.HEAPF32[floatPtr + 3] = f4; |
| return; |
| } |
| this._floats[idx] = f1; |
| this._floats[idx + 1] = f2; |
| this._floats[idx + 2] = f3; |
| this._floats[idx + 3] = f4; |
| } |
| |
| /** |
| * Copies the float data to the WASM memory and returns a pointer |
| * to that allocated memory. Once build has been called, this |
| * float array cannot be made bigger. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.build = function() { |
| if (this._ptr) { |
| return this._ptr; |
| } |
| this._ptr = copy1dArray(this._floats, CanvasKit.HEAPF32); |
| return this._ptr; |
| } |
| |
| /** |
| * Frees the wasm memory associated with this array. Of note, |
| * the points are not removed, so push/set/build can all |
| * be called to make a newly allocated (possibly bigger) |
| * float array. |
| */ |
| CanvasKit.FourFloatArrayHelper.prototype.delete = function() { |
| if (this._ptr) { |
| CanvasKit._free(this._ptr); |
| this._ptr = null; |
| } |
| } |
| |
| /** |
| * Generic helper for dealing with an array of unsigned ints. |
| */ |
| CanvasKit.OneUIntArrayHelper = function() { |
| this._uints = []; |
| this._ptr = null; |
| |
| Object.defineProperty(this, 'length', { |
| enumerable: true, |
| get: function() { |
| return this._uints.length; |
| }, |
| }); |
| } |
| |
| /** |
| * push the unsigned int onto the end of the array - if build() has already |
| * been called, the call will return without modifying anything. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.push = function(u) { |
| if (this._ptr) { |
| SkDebug('Cannot push more points - already built'); |
| return; |
| } |
| this._uints.push(u); |
| } |
| |
| /** |
| * Set the uint at a given index - if build() has already |
| * been called, the WASM memory will be written to directly. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.set = function(idx, u) { |
| if (idx < 0 || idx >= this._uints.length) { |
| SkDebug('Cannot set index ' + idx + ', it is out of range', this._uints.length); |
| return; |
| } |
| idx *= 4; |
| var BYTES_PER_ELEMENT = 4; |
| if (this._ptr) { |
| // convert this._ptr from uint8_t* to SkScalar* by dividing by 4 |
| var uintPtr = (this._ptr / BYTES_PER_ELEMENT) + idx; |
| CanvasKit.HEAPU32[uintPtr] = u; |
| return; |
| } |
| this._uints[idx] = u; |
| } |
| |
| /** |
| * Copies the uint data to the WASM memory and returns a pointer |
| * to that allocated memory. Once build has been called, this |
| * unit array cannot be made bigger. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.build = function() { |
| if (this._ptr) { |
| return this._ptr; |
| } |
| this._ptr = copy1dArray(this._uints, CanvasKit.HEAPU32); |
| return this._ptr; |
| } |
| |
| /** |
| * Frees the wasm memory associated with this array. Of note, |
| * the points are not removed, so push/set/build can all |
| * be called to make a newly allocated (possibly bigger) |
| * uint array. |
| */ |
| CanvasKit.OneUIntArrayHelper.prototype.delete = function() { |
| if (this._ptr) { |
| CanvasKit._free(this._ptr); |
| this._ptr = null; |
| } |
| } |
| |
| /** |
| * Helper for building an array of SkRects (which are just structs |
| * of 4 floats). |
| * |
| * It can be more performant to use this helper, as |
| * the C++-side array is only allocated once (on the first call) |
| * to build. Subsequent set() operations operate directly on |
| * the C++-side array, avoiding having to re-allocate (and free) |
| * the array every time. |
| * |
| * Input points are taken as left, top, right, bottom |
| */ |
| CanvasKit.SkRectBuilder = CanvasKit.FourFloatArrayHelper; |
| /** |
| * Helper for building an array of RSXForms (which are just structs |
| * of 4 floats). |
| * |
| * It can be more performant to use this helper, as |
| * the C++-side array is only allocated once (on the first call) |
| * to build. Subsequent set() operations operate directly on |
| * the C++-side array, avoiding having to re-allocate (and free) |
| * the array every time. |
| * |
| * An RSXForm is a compressed form of a rotation+scale matrix. |
| * |
| * [ scos -ssin tx ] |
| * [ ssin scos ty ] |
| * [ 0 0 1 ] |
| * |
| * Input points are taken as scos, ssin, tx, ty |
| */ |
| CanvasKit.RSXFormBuilder = CanvasKit.FourFloatArrayHelper; |
| |
| /** |
| * Helper for building an array of SkColor |
| * |
| * It can be more performant to use this helper, as |
| * the C++-side array is only allocated once (on the first call) |
| * to build. Subsequent set() operations operate directly on |
| * the C++-side array, avoiding having to re-allocate (and free) |
| * the array every time. |
| */ |
| CanvasKit.SkColorBuilder = CanvasKit.OneUIntArrayHelper; |