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1// helper JS that could be used anywhere in the glue code
2
3function clamp(c) {
4  return Math.round(Math.max(0, Math.min(c || 0, 255)));
5}
6
7// 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;
14  }
15  return (clamp(a*255) << 24) | (clamp(r) << 16) | (clamp(g) << 8) | (clamp(b) << 0);
16}
17
18// returns [r, g, b, a] from a color
19// where a is scaled between 0 and 1.0
20CanvasKit.getColorComponents = function(color) {
21  return [
22     (color >> 16) & 0xFF,
23     (color >>  8) & 0xFF,
24     (color >>  0) & 0xFF,
25    ((color >> 24) & 0xFF) / 255,
26  ]
27}
28
29CanvasKit.multiplyByAlpha = function(color, alpha) {
30  if (alpha === 1) {
31    return color;
32  }
33  // extract as int from 0 to 255
34  var a = (color >> 24) & 0xFF;
35  a *= alpha;
36  // mask off the old alpha
37  color &= 0xFFFFFF;
38  return clamp(a) << 24 | color;
39}
40
41function radiansToDegrees(rad) {
42  return (rad / Math.PI) * 180;
43}
44
45function degreesToRadians(deg) {
46  return (deg / 180) * Math.PI;
47}
48
49// See https://stackoverflow.com/a/31090240
50// This contraption keeps closure from minifying away the check
51// if btoa is defined *and* prevents runtime "btoa" or "window" is not defined.
52// Defined outside any scopes to make it available in all files.
53var isNode = !(new Function("try {return this===window;}catch(e){ return false;}")());
54
55function almostEqual(floata, floatb) {
56  return Math.abs(floata - floatb) < 0.00001;
57}
58
59
60var nullptr = 0; // emscripten doesn't like to take null as uintptr_t
61
62// arr can be a normal JS array or a TypedArray
63// dest is something like CanvasKit.HEAPF32
64function copy1dArray(arr, dest) {
65  if (!arr || !arr.length) {
66    return nullptr;
67  }
68  var ptr = CanvasKit._malloc(arr.length * dest.BYTES_PER_ELEMENT);
69  // In c++ terms, the WASM heap is a uint8_t*, a long buffer/array of single
70  // byte elements. When we run _malloc, we always get an offset/pointer into
71  // that block of memory.
72  // CanvasKit exposes some different views to make it easier to work with
73  // different types. HEAPF32 for example, exposes it as a float*
74  // However, to make the ptr line up, we have to do some pointer arithmetic.
75  // Concretely, we need to convert ptr to go from an index into a 1-byte-wide
76  // buffer to an index into a 4-byte-wide buffer (in the case of HEAPF32)
77  // and thus we divide ptr by 4.
78  dest.set(arr, ptr / dest.BYTES_PER_ELEMENT);
79  return ptr;
80}
81
82// arr should be a non-jagged 2d JS array (TypedArrays can't be nested
83//     inside themselves.)
84// dest is something like CanvasKit.HEAPF32
85function copy2dArray(arr, dest) {
86  if (!arr || !arr.length) {
87    return nullptr;
88  }
89  var ptr = CanvasKit._malloc(arr.length * arr[0].length * dest.BYTES_PER_ELEMENT);
90  var idx = 0;
91  var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
92  for (var r = 0; r < arr.length; r++) {
93    for (var c = 0; c < arr[0].length; c++) {
94      dest[adjustedPtr + idx] = arr[r][c];
95      idx++;
96    }
97  }
98  return ptr;
99}
100
101// arr should be a non-jagged 3d JS array (TypedArrays can't be nested
102//     inside themselves.)
103// dest is something like CanvasKit.HEAPF32
104function copy3dArray(arr, dest) {
105  if (!arr || !arr.length || !arr[0].length) {
106    return nullptr;
107  }
108  var ptr = CanvasKit._malloc(arr.length * arr[0].length * arr[0][0].length * dest.BYTES_PER_ELEMENT);
109  var idx = 0;
110  var adjustedPtr = ptr / dest.BYTES_PER_ELEMENT;
111  for (var x = 0; x < arr.length; x++) {
112    for (var y = 0; y < arr[0].length; y++) {
113      for (var z = 0; z < arr[0][0].length; z++) {
114        dest[adjustedPtr + idx] = arr[x][y][z];
115        idx++;
116      }
117    }
118  }
119  return ptr;
120}
121
122// Caching the Float32Arrays can save having to reallocate them
123// over and over again.
124var Float32ArrayCache = {};
125
126// Takes a 2D array of commands and puts them into the WASM heap
127// as a 1D array. This allows them to referenced from the C++ code.
128// Returns a 2 element array, with the first item being essentially a
129// pointer to the array and the second item being the length of
130// the new 1D array.
131//
132// Example usage:
133// let cmds = [
134//   [CanvasKit.MOVE_VERB, 0, 10],
135//   [CanvasKit.LINE_VERB, 30, 40],
136//   [CanvasKit.QUAD_VERB, 20, 50, 45, 60],
137// ];
138function loadCmdsTypedArray(arr) {
139  var len = 0;
140  for (var r = 0; r < arr.length; r++) {
141    len += arr[r].length;
142  }
143
144  var ta;
145  if (Float32ArrayCache[len]) {
146    ta = Float32ArrayCache[len];
147  } else {
148    ta = new Float32Array(len);
149    Float32ArrayCache[len] = ta;
150  }
151  // Flatten into a 1d array
152  var i = 0;
153  for (var r = 0; r < arr.length; r++) {
154    for (var c = 0; c < arr[r].length; c++) {
155      var item = arr[r][c];
156      ta[i] = item;
157      i++;
158    }
159  }
160
161  var ptr = copy1dArray(ta, CanvasKit.HEAPF32);
162  return [ptr, len];
163}
164