// 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; } return (clamp(a*255) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 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; return clamp(a) << 24 | color; } 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 function copy1dArray(arr, dest) { if (!arr || !arr.length) { return nullptr; } var 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 function copy2dArray(arr, dest) { if (!arr || !arr.length) { return nullptr; } var 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 function copy3dArray(arr, dest) { if (!arr || !arr.length || !arr[0].length) { return nullptr; } var 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]; }