// 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; } // This was created with CanvasKit.Malloc, so it's already been copied. if (arr['_ck']) { return arr.byteOffset; } 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; /** * Malloc returns a TypedArray backed by the C++ memory of the * given length. It should only be used by advanced users who * can manage memory and initialize values properly. When used * correctly, it can save copying of data between JS and C++. * When used incorrectly, it can lead to memory leaks. * * const ta = CanvasKit.Malloc(Float32Array, 20); * // store data into ta * const cf = CanvasKit.SkColorFilter.MakeMatrix(ta); * // MakeMatrix cleans up the ptr automatically. * * @param {TypedArray} typedArray - constructor for the typedArray. * @param {number} len - number of elements to store. */ CanvasKit.Malloc = function(typedArray, len) { var byteLen = len * typedArray.BYTES_PER_ELEMENT; var ptr = CanvasKit._malloc(byteLen); var ta = new typedArray(CanvasKit.buffer, ptr, len); // add a marker that this was allocated in C++ land ta['_ck'] = true; return ta; }