opensheetmusicdisplay/opensheetmusicdisplay

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src/MusicalScore/Graphical/WebGLSkyBottomLineBatchCalculatorBackend.ts

Summary

Maintainability
C
1 day
Test Coverage
import Vex from "vexflow";
import VF = Vex.Flow;
import { EngravingRules } from "./EngravingRules";
import { VexFlowMeasure } from "./VexFlow/VexFlowMeasure";
import { SkyBottomLineCalculationResult } from "./SkyBottomLineCalculationResult";
import {
    ISkyBottomLineBatchCalculatorBackendPartialTableConfiguration,
    ISkyBottomLineBatchCalculatorBackendTableConfiguration,
    SkyBottomLineBatchCalculatorBackend
} from "./SkyBottomLineBatchCalculatorBackend";
import vertexShaderSource from "./Shaders/VertexShader.glsl";
import fragmentShaderSource from "./Shaders/FragmentShader.glsl";
import log from "loglevel";
import { CollectionUtil } from "../../Util/CollectionUtil";

// WebGL helper functions

function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader {
    const shader: WebGLProgram = gl.createShader(type);
    if (!shader) {
        log.warn("WebGLSkyBottomLineCalculatorBackend: Could not create a WebGL shader");
        throw new Error("Could not create a WebGL shader");
    }

    gl.shaderSource(shader, source);
    gl.compileShader(shader);
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        log.warn("Shader compilation failed\n" + gl.getShaderInfoLog(shader));
        gl.deleteShader(shader);
        throw new Error("WebGL shader compilation failed");
    }

    return shader;
}

function createProgram(gl: WebGLRenderingContext, vertexShader: WebGLShader, fragmentShader: WebGLShader): WebGLProgram {
    const program: WebGLProgram = gl.createProgram();
    if (!program) {
        log.warn("WebGLSkyBottomLineCalculatorBackend: Could not create a WebGL program");
        throw new Error("Could not create a WebGL program");
    }

    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        log.warn("WebGLSkyBottomLineCalculatorBackend: WebGL program link failed\n" + gl.getProgramInfoLog(program));
        gl.deleteProgram(program);
        throw new Error("WebGL program link failed");
    }
    return program;
}

function createVertexBuffer(gl: WebGLRenderingContext, program: WebGLShader, attributeName: string, vertices: [number, number][]): WebGLBuffer {
    const vertexBuffer: WebGLBuffer = gl.createBuffer();
    if (!vertexBuffer) {
        log.warn("WebGLSkyBottomLineCalculatorBackend: WebGL buffer creation failed");
        throw new Error("WebGL buffer creation failed");
    }

    gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(CollectionUtil.flat(vertices)), gl.STATIC_DRAW);
    gl.useProgram(program);

    const positionAttributeLocation: number = gl.getAttribLocation(program, attributeName);
    gl.enableVertexAttribArray(positionAttributeLocation);
    gl.vertexAttribPointer(
        positionAttributeLocation,
        2,
        gl.FLOAT,
        false, // no nomralization
        0,     // stride = 0
        0,     // offset = 0
    );

    return vertexBuffer;
}

function createTexture(gl: WebGLRenderingContext, program: WebGLShader, textureIdx: number, uniformName: string): WebGLTexture {
    const texture: WebGLTexture = gl.createTexture();
    if (!texture) {
        log.warn("WebGLSkyBottomLineCalculatorBackend: WebGL texture creation failed");
        throw new Error("WebGL texture creation failed");
    }

    gl.activeTexture(gl.TEXTURE0 + textureIdx);
    gl.bindTexture(gl.TEXTURE_2D, texture);
    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);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

    const uniformLocation: WebGLUniformLocation = gl.getUniformLocation(program, uniformName);
    if (!uniformLocation) {
        log.warn("WebGLSkyBottomLineCalculatorBackend: WebGL invalid uniform name");
        throw new Error("WebGL invalid uniform name");
    }
    gl.uniform1i(uniformLocation, textureIdx);

    return texture;
}

function updateMacroConstantsInShaderSource(source: string, constants: { [macroName: string]: number }): string {
    let result: string = source;
    for (const [macroName, macroValue] of Object.entries(constants)) {
        const regex: RegExp = new RegExp(`#define ${macroName} .*`);
        result = result.replace(regex, `#define ${macroName} ${macroValue}`);
    }
    return result;
}

function getMaximumTextureSize(): number {
    const canvas: HTMLCanvasElement = document.createElement("canvas");
    const gl: WebGLRenderingContext = canvas.getContext("webgl");
    return gl.getParameter(gl.MAX_TEXTURE_SIZE) as number;
}

/**
 * This class calculates the skylines and the bottom lines by using WebGL acceleration.
 */
export class WebGLSkyBottomLineBatchCalculatorBackend extends SkyBottomLineBatchCalculatorBackend {
    private gl: WebGLRenderingContext;
    private texture: WebGLTexture;

    constructor(rules: EngravingRules, measures: VexFlowMeasure[]) {
        super(rules, measures);
    }

    protected getPreferredRenderingConfiguration(maxWidth: number, elementHeight: number): ISkyBottomLineBatchCalculatorBackendPartialTableConfiguration {
        const maxTextureSize: number = Math.min(4096, getMaximumTextureSize());
        const elementWidth: number = Math.ceil(maxWidth);
        const numColumns: number = Math.min(5, Math.floor(maxTextureSize / elementWidth));
        const numRows: number = Math.min(5, Math.floor(maxTextureSize / elementHeight));

        return { elementWidth, numColumns, numRows };
    }

    protected onInitialize(tableConfiguration: ISkyBottomLineBatchCalculatorBackendTableConfiguration): void {
        const { elementWidth, elementHeight, numColumns, numRows } = tableConfiguration;
        const canvas: HTMLCanvasElement = document.createElement("canvas");
        canvas.width = elementWidth * numColumns;
        canvas.height = numRows;

        const gl: WebGLRenderingContext = canvas.getContext("webgl");
        if (!gl) {
            log.warn("WebGLSkyBottomLineCalculatorBackend: No WebGL support");
            throw new Error("No WebGL support");
        }
        this.gl = gl;

        const vertexShader: WebGLShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
        const fragmentShader: WebGLShader = createShader(
            gl, gl.FRAGMENT_SHADER,
            updateMacroConstantsInShaderSource(fragmentShaderSource, {
                NUM_ROWS: numRows,
                ELEMENT_HEIGHT: elementHeight,
            })
        );
        const program: WebGLProgram = createProgram(gl, vertexShader, fragmentShader);
        createVertexBuffer(gl, program, "a_position", [
            [-1, -1],
            [1, -1],
            [1, 1],
            [-1, -1],
            [1, 1],
            [-1, 1],
        ]);
        this.texture = createTexture(gl, program, 0, "u_image");
    }

    protected calculateFromCanvas(
        canvas: HTMLCanvasElement,
        _: VF.CanvasContext,
        measures: VexFlowMeasure[],
        samplingUnit: number,
        tableConfiguration: ISkyBottomLineBatchCalculatorBackendTableConfiguration
    ): SkyBottomLineCalculationResult[] {
        const gl: WebGLRenderingContext = this.gl;
        const rgbaLength: number = 4;
        const { elementWidth, elementHeight, numColumns } = tableConfiguration;

        gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
        gl.bindTexture(gl.TEXTURE_2D, this.texture);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
        gl.drawArrays(gl.TRIANGLES, 0, 6);

        const pixels: Uint8Array = new Uint8Array(gl.canvas.width * gl.canvas.height * rgbaLength);
        gl.readPixels(0, 0, gl.canvas.width, gl.canvas.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

        const result: SkyBottomLineCalculationResult[] = [];
        for (let i: number = 0; i < measures.length; ++i) {
            const measure: VexFlowMeasure = measures[i];
            const measureWidth: number = Math.floor(measure.getVFStave().getWidth());
            const measureArrayLength: number =  Math.max(Math.ceil(measure.PositionAndShape.Size.width * samplingUnit), 1);
            const u: number = i % numColumns;
            const v: number = Math.floor(i / numColumns);

            const xOffset: number = u * elementWidth * rgbaLength;
            const yOffset: number = v * elementWidth * numColumns * rgbaLength;

            const skyLine: number[] = new Array(Math.max(measureArrayLength, measureWidth)).fill(0);
            const bottomLine: number[] = new Array(Math.max(measureArrayLength, measureWidth)).fill(0);

            for (let x: number = 0; x < measureWidth; ++x) {
                const r: number = pixels[x * rgbaLength + xOffset + yOffset];
                const g: number = pixels[x * rgbaLength + xOffset + yOffset + 1];
                const b: number = pixels[x * rgbaLength + xOffset + yOffset + 2];
                const skyLinePixel: number = r + (Math.floor(b / 16) * 256);
                const bottomLinePixel: number = g + (b % 16 * 256);
                skyLine[x] = skyLinePixel;
                bottomLine[x] = bottomLinePixel;
            }

            const lowestSkyLine: number = Math.max(...skyLine);
            const highestBottomLine: number = Math.min(...bottomLine);

            for (let x: number = 0; x < measureWidth; ++x) {
                skyLine[x] = skyLine[x] === 0 ? lowestSkyLine : skyLine[x];
                bottomLine[x] = bottomLine[x] === elementHeight ? highestBottomLine : bottomLine[x];
            }

            result.push(new SkyBottomLineCalculationResult(skyLine, bottomLine));
        }
        return result;
    }
}