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Merge pull request #26 from labsyspharm/single-channel
Single channel support
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Original file line number | Diff line number | Diff line change |
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import viaWebGL from 'viawebgl'; | ||
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const toSettings = ({ opts, tiles, layers }) => { | ||
const { channelMap: channel_map } = opts; | ||
[...tiles.values()].forEach((tile) => { | ||
delete tile._caching; | ||
delete tile._cached; | ||
}); | ||
return { channel_map }; | ||
} | ||
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class State { | ||
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constructor(opts) { | ||
this.layers = new Map(); | ||
this.tiles = new Map(); | ||
this.settings = {}; | ||
this.update(opts); | ||
} | ||
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get channel_map () { | ||
return this.settings.channel_map; | ||
} | ||
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trackTile (tile) { | ||
this.tiles.set(tile.url, tile); | ||
} | ||
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trackLayer (idx) { | ||
return ({item: tiledImage}) => { | ||
this.layers.set(idx, tiledImage); | ||
} | ||
} | ||
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update (opts) { | ||
const { tiles, layers } = this; | ||
const settings = toSettings({ opts, tiles, layers }); | ||
this.settings.channel_map = settings.channel_map; | ||
} | ||
} | ||
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const draw_tile = (ctx, output, viaGL, w, h) => { | ||
const gl_w = viaGL.width; | ||
const gl_h = viaGL.height; | ||
ctx.drawImage(output, 0, 0, gl_w, gl_h, 0, 0, w, h); | ||
} | ||
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const to_tile_drawing = ({ viaGL, state, uniforms }) => { | ||
const { u_tile_shape, u_tile_color } = uniforms; | ||
const { gl } = viaGL; | ||
return (_, e) => { | ||
// Read parameters from each tile | ||
const { source } = e.tiledImage; | ||
const { name } = source; | ||
const w = e.rendered.canvas.width; | ||
const h = e.rendered.canvas.height; | ||
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// Unable to colorize this layer | ||
const missing = [ | ||
source.colorize !== true, | ||
!state.channel_map.has(name) | ||
].some(x => x); | ||
if (missing) return; | ||
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// check cache | ||
state.trackTile(e.tile); | ||
if (e.tile._cached) { | ||
draw_tile(e.rendered, e.tile._cached, viaGL, w, h); | ||
return; | ||
} | ||
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// Load image into array | ||
e.tile._data = ((e, w, h) => { | ||
const { tile, rendered } = e; | ||
if (tile._data) return tile._data; | ||
return rendered.getImageData(0, 0, w, h).data; | ||
})(e, w, h); | ||
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// Clear the rendered tile | ||
e.rendered.fillStyle = "black"; | ||
e.rendered.fillRect(0, 0, w, h); | ||
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// Start webGL rendering | ||
const output = ((data, w, h) => { | ||
const color_3fv = state.channel_map.get(name).color; | ||
const tile_shape_2fv = new Float32Array([w, h]); | ||
gl.uniform2fv(u_tile_shape, tile_shape_2fv); | ||
gl.uniform3fv(u_tile_color, color_3fv); | ||
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// Send the tile to the texture | ||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8UI, w, h, 0, | ||
gl.RGBA_INTEGER, gl.UNSIGNED_BYTE, data); | ||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | ||
return gl.canvas; | ||
})(e.tile._data, w, h); | ||
// Begin caching current tile | ||
if (!e.tile._caching) { | ||
e.tile._caching = createImageBitmap(output); | ||
e.tile._caching.then(bitmap => { | ||
delete e.tile._caching; | ||
e.tile._cached = bitmap; | ||
}); | ||
} | ||
draw_tile(e.rendered, output, viaGL, w, h); | ||
} | ||
} | ||
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const shaders = { | ||
fragment: `#version 300 es | ||
precision highp int; | ||
precision highp float; | ||
precision highp usampler2D; | ||
uniform vec2 u_tile_shape; | ||
uniform vec3 u_tile_color; | ||
uniform usampler2D u_tile; | ||
in vec2 uv; | ||
out vec4 color; | ||
// Sample texture at given texel offset | ||
uvec4 offset(usampler2D sam, vec2 size, vec2 pos, vec2 off) { | ||
float x = pos.x + off.x / size.x; | ||
float y = pos.y + off.y / size.y; | ||
return texture(sam, vec2(x, y)); | ||
} | ||
// Colorize continuous u8 signal | ||
vec4 u8_r_range(float alpha) { | ||
uint pixel = offset(u_tile, u_tile_shape, uv, vec2(0, 0)).r; | ||
float value = float(pixel) / 255.; | ||
// Color pixel value | ||
vec3 pixel_color = u_tile_color * value; | ||
return vec4(pixel_color, alpha); | ||
} | ||
void main() { | ||
color = u8_r_range(1.0); | ||
}`, | ||
vertex: `#version 300 es | ||
in vec2 a_uv; | ||
out vec2 uv; | ||
void main() { | ||
// Texture coordinates | ||
uv = a_uv; | ||
// Clip coordinates | ||
vec2 full_pos = 2. * a_uv - 1.; | ||
gl_Position = vec4(full_pos, 0., 1.); | ||
}` | ||
} | ||
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const hex2gl = (hex) => { | ||
const val = parseInt(hex.replace('#',''), 16); | ||
const bytes = [16, 8, 0].map(shift => { | ||
return ((val >> shift) & 255) / 255; | ||
}); | ||
return new Float32Array(bytes); | ||
} | ||
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const toTileShape = (tileSources) => { | ||
const tileSourceVals = [...Object.values(tileSources)]; | ||
return tileSourceVals.reduce((o, tiledImages) => { | ||
const shapes = tiledImages.map(({source}) => { | ||
const { _tileWidth, _tileHeight } = source; | ||
return [ _tileWidth, _tileHeight ]; | ||
}) | ||
return shapes.pop() || o; | ||
}, [1024, 1024]); | ||
} | ||
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const toOptions = (props) => { | ||
const { subgroups, tileSources } = props; | ||
const tileShape = toTileShape(tileSources); | ||
const channelMap = subgroups.filter((group) => { | ||
return group.Colors.length === 1; | ||
}).reduce((o, {Colors, Name}) => { | ||
const color = hex2gl(Colors[0]); | ||
o.set(Name, { color }); | ||
return o; | ||
}, new Map()); | ||
return { channelMap, tileShape }; | ||
} | ||
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const linkShaders = (props) => { | ||
const { viewer, subgroups, tileSources } = props; | ||
// Take the nominal tilesize from arbitrary tile source | ||
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const opts = toOptions({subgroups, tileSources}); | ||
const state = new State(opts); | ||
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// Initialize WebGL | ||
const seaGL = new viaWebGL.openSeadragonGL(viewer); | ||
seaGL.viaGL.fShader = shaders.fragment; | ||
seaGL.viaGL.vShader = shaders.vertex; | ||
seaGL.viaGL.updateShape(...opts.tileShape); | ||
const viaGL = seaGL.viaGL; | ||
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viaGL["gl-loaded"] = function (program) { | ||
const u_tile_shape = viaGL.gl.getUniformLocation(program, "u_tile_shape"); | ||
const u_tile_color = viaGL.gl.getUniformLocation(program, "u_tile_color"); | ||
const uniforms = { u_tile_shape, u_tile_color }; | ||
const closure = { viaGL, state, uniforms } | ||
seaGL["tile-drawing"] = to_tile_drawing(closure); | ||
}; | ||
seaGL["tile-loaded"] = () => null; | ||
viaGL.init().then(seaGL.adder.bind(seaGL)); | ||
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// Allow update | ||
const updater = (subgroups) => { | ||
const opts = toOptions({subgroups, tileSources}); | ||
state.update(opts); | ||
} | ||
return { updater } | ||
} | ||
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export { linkShaders } |
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