const EventEmitter = require('events') const FontCache = require('./font_cache') const { themes, getColor } = require('./themes') const { ATTR_FG, ATTR_BG, ATTR_BOLD, ATTR_UNDERLINE, ATTR_INVERSE, ATTR_BLINK, ATTR_ITALIC, ATTR_STRIKE, ATTR_OVERLINE, ATTR_FAINT, ATTR_FRAKTUR } = require('./screen_attr_bits') // Some non-bold Fraktur symbols are outside the contiguous block const frakturExceptions = { 'C': '\u212d', 'H': '\u210c', 'I': '\u2111', 'R': '\u211c', 'Z': '\u2128' } module.exports = class WebGLRenderer extends EventEmitter { constructor (canvas) { super() this.canvas = canvas this.gl = this.canvas.getContext('webgl') || this.canvas.getContext('experimental-webgl') if (!this.gl) throw new Error('No WebGL context') this.fontCache = new FontCache(this.gl) this._palette = null this.defaultBG = 0 this.defaultFG = 7 this._debug = null // screen data, considered immutable this.width = 0 this.height = 0 this.padding = 0 this.charSize = { width: 0, height: 0 } this.cellSize = { width: 0, height: 0 } this.fonts = ['', '', '', ''] // normal, bold, italic, bold-italic this.screen = [] this.screenFG = [] this.screenBG = [] this.screenAttrs = [] this.screenSelection = [] this.cursor = {} this.reverseVideo = false this.hasBlinkingCells = false this.statusScreen = null this.backgroundImage = null this.blinkStyleOn = false this.blinkInterval = null this.cursorBlinkOn = false this.cursorBlinkInterval = null this.redrawLoop = false this.resetDrawn(100, 100) this.initTime = Date.now() this.init() // start loops and timers this.resetBlink() this.resetCursorBlink() this.startDrawLoop() } render (reason, data) { if ('hasBlinkingCells' in data && data.hasBlinkingCells !== this.hasBlinkingCells) { if (data.hasBlinkingCells) this.resetBlink() else clearInterval(this.blinkInterval) } Object.assign(this, data) this.scheduleDraw(reason) } resetDrawn (width, height) { if (this.backgroundImage) { this.gl.clearColor(0, 0, 0, 0) this.canvas.style.backgroundColor = getColor(this.defaultBG, this.palette) } else { this.gl.clearColor(...this.getColor(this.defaultBG)) this.canvas.style.backgroundColor = null } if (width && height) { this.gl.viewport(0, 0, width, height) } this.gl.enable(this.gl.BLEND) this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA) } /** * The color palette. Should define 16 colors in an array. * @type {string[]} */ get palette () { return this._palette || themes[0] } /** @type {string[]} */ set palette (palette) { if (this._palette !== palette) { this._palette = palette this.emit('palette-update', palette) this.scheduleDraw('palette') } } getCharWidthFor (font) { this.fontCache.ctx.font = font return Math.floor(this.fontCache.ctx.measureText(' ').width) } loadTheme (i) { if (i in themes) this.palette = themes[i] } setDefaultColors (fg, bg) { if (fg !== this.defaultFG || bg !== this.defaultBG) { this.defaultFG = fg this.defaultBG = bg this.scheduleDraw('default-colors') // full bg with default color (goes behind the image) this.canvas.style.backgroundColor = this.getColor(bg) } } /** * Schedule a draw in the next millisecond * @param {string} why - the reason why the draw occured (for debugging) * @param {number} [aggregateTime] - time to wait for more scheduleDraw calls * to occur. 1 ms by default. */ scheduleDraw (why, aggregateTime = 1) { clearTimeout(this._scheduledDraw) this._scheduledDraw = setTimeout(() => this.draw(why), aggregateTime) } /** * Returns the specified color. If `i` is in the palette, it will return the * palette color. If `i` is between 16 and 255, it will return the 256color * value. If `i` is larger than 255, it will return an RGB color value. If `i` * is -1 (foreground) or -2 (background), it will return the selection colors. * @param {number} i - the color * @returns {string} the CSS color */ getColor (i) { return WebGLRenderer.colorToRGBA(getColor(i, this.palette)) } /** * Resets the cursor blink to on and restarts the timer */ resetCursorBlink () { this.cursorBlinkOn = true clearInterval(this.cursorBlinkInterval) this.cursorBlinkInterval = setInterval(() => { this.cursorBlinkOn = this.cursor.blinking ? !this.cursorBlinkOn : true if (this.cursor.blinking) this.scheduleDraw('cursor-blink') }, 500) } /** * Resets the blink style to on and restarts the timer */ resetBlink () { this.blinkStyleOn = true clearInterval(this.blinkInterval) let intervals = 0 this.blinkInterval = setInterval(() => { if (this.blinkingCellCount <= 0) return intervals++ if (intervals >= 4 && this.blinkStyleOn) { this.blinkStyleOn = false intervals = 0 this.scheduleDraw('blink-style') } else if (intervals >= 1 && !this.blinkStyleOn) { this.blinkStyleOn = true intervals = 0 this.scheduleDraw('blink-style') } }, 200) } compileShader (vertex, fragment) { const { gl } = this let vert = gl.createShader(gl.VERTEX_SHADER) gl.shaderSource(vert, vertex) gl.compileShader(vert) let frag = gl.createShader(gl.FRAGMENT_SHADER) gl.shaderSource(frag, fragment) gl.compileShader(frag) if (!gl.getShaderParameter(vert, gl.COMPILE_STATUS) || !gl.getShaderParameter(frag, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(vert), gl.getShaderInfoLog(frag)) gl.deleteShader(vert) gl.deleteShader(frag) throw new Error('Shader compile error') } let shader = gl.createProgram() gl.attachShader(shader, vert) gl.attachShader(shader, frag) gl.linkProgram(shader) if (!gl.getProgramParameter(shader, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(shader)) throw new Error('Shader link error') } return shader } init () { const { gl } = this let bgShader = this.compileShader(` precision mediump float; attribute vec2 position; uniform mat4 projection; uniform vec2 char_pos; uniform vec2 extend; void main() { vec2 scale = vec2(1.0 + abs(extend.x), 1.0 + abs(extend.y)); vec2 offset = min(vec2(0.0, 0.0), extend); gl_Position = projection * vec4(char_pos + offset + scale * position, 0.0, 1.0); } `, ` precision highp float; uniform vec4 color; void main() { gl_FragColor = color; } `) let charShader = this.compileShader(` precision mediump float; attribute vec2 position; uniform mat4 projection; uniform vec2 char_pos; uniform bool clip; varying highp vec2 tex_coord; varying vec4 screen_pos; void main() { if (clip) { gl_Position = projection * vec4(char_pos + position, 0.0, 1.0); screen_pos = vec4(position, 0.0, 1.0); tex_coord = position / 3.0 + vec2(1.0 / 3.0, 1.0 / 3.0); } else { gl_Position = projection * vec4(char_pos - vec2(1.0, 1.0) + 3.0 * position, 0.0, 1.0); screen_pos = vec4(3.0 * position - vec2(1.0, 1.0), 0.0, 1.0); tex_coord = position; } } `, ` precision highp float; uniform vec4 color; uniform sampler2D texture; uniform bool faint; uniform bool overline; uniform bool strike; uniform bool underline; varying highp vec2 tex_coord; varying vec4 screen_pos; void main() { gl_FragColor = texture2D(texture, tex_coord) * color; if (screen_pos.x >= 0.0 && screen_pos.x <= 1.0) { if (faint) { gl_FragColor.a /= 2.0; } if (overline) { if (screen_pos.y >= 0.0 && screen_pos.y <= 0.05) gl_FragColor = color; } if (strike) { if (screen_pos.y >= 0.475 && screen_pos.y <= 0.525) gl_FragColor = color; } if (underline) { if (screen_pos.y >= 0.95 && screen_pos.y <= 1.0) gl_FragColor = color; } } } `) let fboShader = this.compileShader(` precision mediump float; attribute vec2 position; uniform mat4 projection; varying highp vec2 tex_coord; void main() { gl_Position = projection * vec4(position, 0.0, 1.0); tex_coord = position; } `, ` precision highp float; uniform sampler2D texture; uniform vec2 pixel_scale; uniform float time; varying highp vec2 tex_coord; float hue_to_rgb (float p, float q, float t) { if (t < 0.0) t += 1.0; if (t > 1.0) t -= 1.0; if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t; if (t < 0.5) return q; if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0; return p; } vec4 hsl_to_rgb (vec4 hsl) { vec4 rgb = vec4(0); rgb.a = hsl.a; hsl.x = mod(hsl.x, 1.0); if (hsl.y == 0.0) { rgb.r = hsl.z; rgb.g = hsl.z; rgb.b = hsl.z; } else { float q = hsl.z < 0.5 ? hsl.z * (1.0 + hsl.y) : hsl.z + hsl.y - hsl.z * hsl.y; float p = 2.0 * hsl.z - q; rgb.r = hue_to_rgb(p, q, hsl.x + 1.0 / 3.0); rgb.g = hue_to_rgb(p, q, hsl.x); rgb.b = hue_to_rgb(p, q, hsl.x - 1.0 / 3.0); } return rgb; } vec4 rgb_to_hsl (vec4 rgb) { float max_rgb = max(rgb.r, max(rgb.g, rgb.b)); float min_rgb = min(rgb.r, min(rgb.g, rgb.b)); float lightness = (max_rgb + min_rgb) / 2.0; float hue = 0.0, saturation = 0.0; if (max_rgb != min_rgb) { float vd = max_rgb - min_rgb; saturation = lightness > 0.5 ? vd / (2.0 - max_rgb - min_rgb) : vd / (max_rgb + min_rgb); if (max_rgb == rgb.r) hue = (rgb.g - rgb.b) / vd + (rgb.g < rgb.b ? 6.0 : 0.0); else if (max_rgb == rgb.g) hue = (rgb.b - rgb.r) / vd + 2.0; else if (max_rgb == rgb.b) hue = (rgb.r - rgb.g) / vd + 4.0; hue /= 6.0; } return vec4(hue, saturation, lightness, rgb.a); } vec2 bulge (vec2 v) { vec2 norm = v * 2.0 - 1.0; float hypot = length(norm); return ((norm * (hypot / 4.0 + 1.0) / 1.25) + 1.0) / 2.0; } void main() { // gl_FragColor = texture2D(texture, tex_coord); // bulge, lines, bloom vec4 sum = vec4(0); for (int i = -2; i <= 2; i++) { for (int j = -2; j <= 2; j++) { sum += texture2D(texture, bulge(tex_coord + vec2(i, j) * pixel_scale)) * 0.07; } } gl_FragColor = sum * sum + texture2D(texture, bulge(tex_coord)) * (0.5 * sin(bulge(tex_coord).y / pixel_scale.y) + 0.5); /* CRT-ish effect (requires draw on every animation frame!) vec4 sum = vec4(0); for (int i = -4; i <= 4; i++) { for (int j = -4; j <= 4; j++) { sum += texture2D(texture, tex_coord + vec2(j, i) * pixel_scale) * 0.07; } } float factor = 0.05 + 0.02 * sin(time * 5.0); if (mod(tex_coord.y / pixel_scale.y, 10.0) < 5.0) { factor += 0.1; } float beam_y = (mod(-time, 9.0) - 1.5) / 6.0; if (abs(tex_coord.y - beam_y) < 0.05) { factor += 0.2 * cos((tex_coord.y - beam_y) / 0.05 * 1.57); } gl_FragColor = sum * sum * factor + texture2D(texture, tex_coord); */ } `) this.bgShader = { shader: bgShader, attributes: { position: gl.getAttribLocation(bgShader, 'position') }, uniforms: { projection: gl.getUniformLocation(bgShader, 'projection'), charPos: gl.getUniformLocation(bgShader, 'char_pos'), extend: gl.getUniformLocation(bgShader, 'extend'), color: gl.getUniformLocation(bgShader, 'color') } } this.charShader = { shader: charShader, attributes: { position: gl.getAttribLocation(charShader, 'position') }, uniforms: { projection: gl.getUniformLocation(charShader, 'projection'), charPos: gl.getUniformLocation(charShader, 'char_pos'), color: gl.getUniformLocation(charShader, 'color'), texture: gl.getUniformLocation(charShader, 'texture'), clip: gl.getUniformLocation(charShader, 'clip'), faint: gl.getUniformLocation(charShader, 'faint'), overline: gl.getUniformLocation(charShader, 'overline'), strike: gl.getUniformLocation(charShader, 'strike'), underline: gl.getUniformLocation(charShader, 'underline') } } this.fboShader = { shader: fboShader, attributes: { position: gl.getAttribLocation(fboShader, 'position') }, uniforms: { projection: gl.getUniformLocation(fboShader, 'projection'), pixelScale: gl.getUniformLocation(fboShader, 'pixel_scale'), time: gl.getUniformLocation(fboShader, 'time'), texture: gl.getUniformLocation(fboShader, 'texture') } } let buffer = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 1, 1, 0, 1, 1, 0, 0, 0 ]), gl.STATIC_DRAW) this.squareBuffer = buffer this.useShader = (shader, projection) => { gl.vertexAttribPointer(shader.attributes.position, 2, gl.FLOAT, false, 0, 0) gl.enableVertexAttribArray(shader.attributes.position) gl.useProgram(shader.shader) gl.uniformMatrix4fv(shader.uniforms.projection, false, projection) } this.drawSquare = () => { gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4) } // frame buffers let maxBuffers = gl.getParameter(gl.getExtension('WEBGL_draw_buffers').MAX_COLOR_ATTACHMENTS_WEBGL) let createBuffer = i => { let buffer = gl.createFramebuffer() let texture = gl.createTexture() gl.bindFramebuffer(gl.FRAMEBUFFER, buffer) gl.bindTexture(gl.TEXTURE_2D, texture) gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, texture, 0) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) 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) return { buffer, texture } } if (maxBuffers >= 2) { this.buffers = { drawing: createBuffer(0), display: createBuffer(1) } } else { let buffer = createBuffer(0) this.buffers = { drawing: buffer, display: buffer } } } draw (reason) { const { gl, width, height, padding, devicePixelRatio, statusScreen } = this let { screen, screenFG, screenBG, screenAttrs } = this // ;[this.buffers.drawing, this.buffers.display] = [this.buffers.display, this.buffers.drawing] let drawingBuffer = this.buffers.drawing gl.bindFramebuffer(gl.FRAMEBUFFER, drawingBuffer.buffer) gl.activeTexture(gl.TEXTURE0) gl.bindTexture(gl.TEXTURE_2D, drawingBuffer.texture) gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.drawingBufferWidth, gl.drawingBufferHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) if (statusScreen) { this.redrawLoop = true screen = new Array(width * height).fill(' ') screenFG = new Array(width * height).fill(this.defaultFG) screenBG = new Array(width * height).fill(this.defaultBG) screenAttrs = new Array(width * height).fill(ATTR_FG | ATTR_BG) let text = statusScreen.title for (let i = 0; i < Math.min(width * height, text.length); i++) { screen[i] = text[i] } if (statusScreen.loading) { let t = Date.now() / 1000 for (let i = width; i < Math.min(width * height, width + 8); i++) { let offset = ((t * 12) - i) % 12 let value = Math.max(0.2, 1 - offset / 3) * 255 screenFG[i] = 256 + value + (value << 8) + (value << 16) screen[i] = '*' } } } else this.redrawLoop = false if (this.debug && this._debug) this._debug.drawStart(reason) gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) this.fontCache.cellSize = this.cellSize this.fontCache.dp = devicePixelRatio let paddingX = padding / this.cellSize.width let paddingY = padding / this.cellSize.height let projection = new Float32Array([ 2 / (width + 2 * paddingX), 0, 0, 0, 0, -2 / (height + 2 * paddingY), 0, 0, 0, 0, 1, 0, -1 + 2 * paddingX / width, 1 - 2 * paddingY / height, 0, 1 ]) // draw background this.useShader(this.bgShader, projection) let textCells = {} for (let cell = 0; cell < width * height; cell++) { let x = cell % width let y = Math.floor(cell / width) let isCursor = this.cursorBlinkOn && this.cursor.x === x && this.cursor.y === y && this.cursor.visible let text = screen[cell] let fg = screenFG[cell] | 0 let bg = screenBG[cell] | 0 let attrs = screenAttrs[cell] | 0 let inSelection = this.screenSelection[cell] if (!(cell in screen)) continue if (statusScreen) isCursor = false let isDefaultBG = false if (!(attrs & ATTR_FG)) fg = this.defaultFG if (!(attrs & ATTR_BG)) { bg = this.defaultBG isDefaultBG = true } if (attrs & ATTR_INVERSE) [fg, bg] = [bg, fg] // swap - reversed character colors if (this.reverseVideo) [fg, bg] = [bg, fg] // swap - reversed all screen if (attrs & ATTR_BLINK && !this.blinkStyleOn) { // blinking is enabled and blink style is off // set text to nothing so drawCharacter only draws decoration text = ' ' } if (inSelection) { fg = -1 bg = -2 } if (!this.backgroundImage || !isDefaultBG) { gl.uniform2f(this.bgShader.uniforms.charPos, x, y) gl.uniform4f(this.bgShader.uniforms.color, ...this.getColor(bg)) let extendX = 0 let extendY = 0 if (x === 0) extendX = -1 if (x === width - 1) extendX = 1 if (y === 0) extendY = -1 if (y === height - 1) extendY = 1 gl.uniform2f(this.bgShader.uniforms.extend, extendX, extendY) this.drawSquare() } if (text.trim() || isCursor || attrs) { let fontIndex = 0 if (attrs & ATTR_BOLD) fontIndex |= 1 if (attrs & ATTR_ITALIC) fontIndex |= 2 let font = this.fonts[fontIndex] if (attrs & ATTR_FRAKTUR) text = WebGLRenderer.alphaToFraktur(text) let type = font + text if (!textCells[type]) textCells[type] = [] textCells[type].push({ x, y, text, font, fg, bg, attrs, isCursor }) } } this.useShader(this.charShader, projection) gl.activeTexture(gl.TEXTURE1) for (let key in textCells) { let { font, text } = textCells[key][0] let texture = this.fontCache.getChar(font, text) gl.bindTexture(gl.TEXTURE_2D, texture) gl.uniform1i(this.charShader.uniforms.texture, 1) for (let cell of textCells[key]) { let { x, y, fg, bg, attrs, isCursor } = cell gl.uniform2f(this.charShader.uniforms.charPos, x, y) gl.uniform4f(this.charShader.uniforms.color, ...this.getColor(fg)) gl.uniform1i(this.charShader.uniforms.faint, (attrs & ATTR_FAINT) > 0) gl.uniform1i(this.charShader.uniforms.overline, (attrs & ATTR_OVERLINE) > 0) gl.uniform1i(this.charShader.uniforms.strike, (attrs & ATTR_STRIKE) > 0) gl.uniform1i(this.charShader.uniforms.underline, (attrs & ATTR_UNDERLINE) > 0) this.drawSquare() if (isCursor) { if (fg === bg) { fg = 7 bg = 0 } this.useShader(this.bgShader, projection) gl.uniform2f(this.bgShader.uniforms.extend, 0, 0) gl.uniform2f(this.bgShader.uniforms.charPos, x, y) gl.uniform4f(this.bgShader.uniforms.color, ...this.getColor(fg)) this.drawSquare() this.useShader(this.charShader, projection) gl.uniform4f(this.charShader.uniforms.color, ...this.getColor(bg)) gl.uniform1i(this.charShader.uniforms.clip, true) this.drawSquare() gl.uniform1i(this.charShader.uniforms.clip, false) } } } gl.bindFramebuffer(gl.FRAMEBUFFER, null) this.drawFrame() if (this.debug && this._debug) this._debug.drawEnd() } drawFrame () { const { gl } = this let drawingBuffer = this.buffers.drawing gl.clear(gl.COLOR_BUFFER_BIT) gl.activeTexture(gl.TEXTURE0) gl.bindTexture(gl.TEXTURE_2D, drawingBuffer.texture) this.useShader(this.fboShader, [ 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1, 0, -1, -1, 0, 1 ]) gl.uniform2f(this.fboShader.uniforms.pixelScale, 1 / gl.drawingBufferWidth, 1 / gl.drawingBufferHeight) gl.uniform1i(this.fboShader.uniforms.texture, 0) gl.uniform1f(this.fboShader.uniforms.time, ((Date.now() - this.initTime) / 1000) % 86400) this.drawSquare() } startDrawLoop () { if (this._drawTimerThread) return let threadID = Math.random().toString(36) this._drawTimerThread = threadID this.drawTimerLoop(threadID) } stopDrawLoop () { this._drawTimerThread = null } drawTimerLoop (threadID) { if (!threadID || threadID !== this._drawTimerThread) return window.requestAnimationFrame(() => this.drawTimerLoop(threadID)) if (this.redrawLoop) this.draw('draw-loop') // uncomment for an update every frame (GPU-intensive) // (also, lots of errors in Chrome. TODO: investigate) // this.drawFrame() } /** * Converts an alphabetic character to its fraktur variant. * @param {string} character - the character * @returns {string} the converted character */ static alphaToFraktur (character) { if (character >= 'a' && character <= 'z') { character = String.fromCodePoint(0x1d51e - 0x61 + character.charCodeAt(0)) } else if (character >= 'A' && character <= 'Z') { character = frakturExceptions[character] || String.fromCodePoint(0x1d504 - 0x41 + character.charCodeAt(0)) } return character } static colorToRGBA (color) { color = color.substr(1) if (color.length === 3) { return [ parseInt(color[0], 16) * 0x11 / 0xff, parseInt(color[1], 16) * 0x11 / 0xff, parseInt(color[2], 16) * 0x11 / 0xff, 1 ] } else { return [ parseInt(color.substr(0, 2), 16) / 0xff, parseInt(color.substr(2, 2), 16) / 0xff, parseInt(color.substr(4, 2), 16) / 0xff, 1 ] } } }