forked from Cookies_Github_mirror/AquaDX
[+] Chuni Userbox with Assets
Co-authored-by: split / May <split@split.pet>
This commit is contained in:
314
AquaNet/src/libs/userbox/dds.ts
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314
AquaNet/src/libs/userbox/dds.ts
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/*
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A simplified DDS parser with Chusan userbox in mind.
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There are some issues on Safari. I don't really care, to be honest.
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Authored by Raymond and May.
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DDS header parsing based off of https://gist.github.com/brett19/13c83c2e5e38933757c2
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*/
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function makeFourCC(string: string) {
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return string.charCodeAt(0) +
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(string.charCodeAt(1) << 8) +
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(string.charCodeAt(2) << 16) +
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(string.charCodeAt(3) << 24);
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};
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/**
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* @description Magic bytes for the DDS file format (see https://en.wikipedia.org/wiki/Magic_number_(programming))
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*/
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const DDS_MAGIC_BYTES = 0x20534444;
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/*
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to get around the fact that TS's builtin Object.fromEntries() typing
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doesn't persist strict types and instead only uses broad types
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without creating a new function to get around it...
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sorry, this is a really ugly solution, but it's not my problem
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*/
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/**
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* @description List of compression type markers used in DDS
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*/
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const DDS_COMPRESSION_TYPE_MARKERS = ["DXT1", "DXT3", "DXT5"] as const;
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/**
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* @description Object mapping string versions of DDS compression type markers to their value in uint32s
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*/
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const DDS_COMPRESSION_TYPE_MARKERS_MAP = Object.fromEntries(
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DDS_COMPRESSION_TYPE_MARKERS
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.map(e => [e, makeFourCC(e)] as [typeof e, number])
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) as Record<typeof DDS_COMPRESSION_TYPE_MARKERS[number], number>
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const DDS_DECOMPRESS_VERTEX_SHADER = `
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attribute vec2 aPosition;
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varying highp vec2 vTextureCoord;
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void main() {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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vTextureCoord = ((aPosition * vec2(1.0, -1.0)) / 2.0 + 0.5);
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}`;
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const DDS_DECOMPRESS_FRAGMENT_SHADER = `
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varying highp vec2 vTextureCoord;
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uniform sampler2D uTexture;
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void main() {
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gl_FragColor = texture2D(uTexture, vTextureCoord);
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}`
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export class DDS {
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constructor(db: IDBDatabase | undefined) {
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this.db = db
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let gl = this.canvasGL.getContext("webgl");
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if (!gl) throw new Error("Failed to get WebGL rendering context") // TODO: make it switch to Classic userbox
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this.gl = gl;
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let ctx = this.canvas2D.getContext("2d");
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if (!ctx) throw new Error("Failed to reach minimum system requirements") // TODO: make it switch to Classic userbox
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this.ctx = ctx;
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let ext =
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gl.getExtension("WEBGL_compressed_texture_s3tc") ||
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gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") ||
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gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");
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if (!ext) throw new Error("Browser is not supported."); // TODO: make it switch to Classic userbox
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this.ext = ext;
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/* Initialize shaders */
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this.compileShaders();
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this.gl.useProgram(this.shader);
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/* Setup position buffer */
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let attributeLocation = this.gl.getAttribLocation(this.shader ?? 0, "aPosition");
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let positionBuffer = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);
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this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array([1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0]), this.gl.STATIC_DRAW);
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this.gl.vertexAttribPointer(
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attributeLocation,
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2, this.gl.FLOAT,
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false, 0, 0
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);
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this.gl.enableVertexAttribArray(attributeLocation)
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}
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/**
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* @description Loads a DDS file into the internal canvas object.
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* @param buffer Uint8Array to load DDS from.
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* @returns String if failed to load, void if success
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*/
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load(buffer: Uint8Array) {
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let header = this.loadHeader(buffer);
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if (!header) return;
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let compressionMode: GLenum = this.ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
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if (header.pixelFormat.flags & 0x4) {
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switch (header.pixelFormat.type) {
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case DDS_COMPRESSION_TYPE_MARKERS_MAP.DXT1:
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compressionMode = this.ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
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break;
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case DDS_COMPRESSION_TYPE_MARKERS_MAP.DXT3:
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compressionMode = this.ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
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break;
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case DDS_COMPRESSION_TYPE_MARKERS_MAP.DXT5:
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compressionMode = this.ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
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break;
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};
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} else return;
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/* Initialize and configure the texture */
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let texture = this.gl.createTexture();
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this.gl.activeTexture(this.gl.TEXTURE0);
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this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
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this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
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this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);
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this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
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this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
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this.gl.compressedTexImage2D(
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this.gl.TEXTURE_2D,
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0,
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compressionMode,
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header.width,
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header.height,
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0,
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buffer.slice(128)
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);
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this.gl.uniform1i(this.gl.getUniformLocation(this.shader || 0, "uTexture"), 0);
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/* Prepare the canvas for drawing */
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this.canvasGL.width = header.width;
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this.canvasGL.height = header.height
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this.gl.viewport(0, 0, this.canvasGL.width, this.canvasGL.height);
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this.gl.clearColor(0.0, 0.0, 0.0, 0.0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
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this.gl.deleteTexture(texture);
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};
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/**
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* @description Export a Blob from the parsed DDS texture
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* @returns DDS texture in specified format
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* @param inFormat Mime type to export in
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*/
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getBlob(inFormat?: string): Promise<Blob | null> {
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return new Promise(res => this.canvasGL.toBlob(res, inFormat))
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}
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get2DBlob(inFormat?: string): Promise<Blob | null> {
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return new Promise(res => this.canvas2D.toBlob(res, inFormat))
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}
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/**
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* @description Helper function to load in a Blob
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* @input Blob to use
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*/
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async fromBlob(input: Blob) {
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this.load(new Uint8Array(await input.arrayBuffer()));
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}
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/**
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* @description Read a DDS file header
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* @param buffer Uint8Array of the DDS file's contents
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*/
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loadHeader(buffer: Uint8Array) {
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if (this.getUint32(buffer, 0) !== DDS_MAGIC_BYTES) return;
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return {
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size: this.getUint32(buffer, 4),
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flags: this.getUint32(buffer, 8),
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height: this.getUint32(buffer, 12),
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width: this.getUint32(buffer, 16),
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mipmaps: this.getUint32(buffer, 24),
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/* TODO: figure out if we can cut any of this out (we totally can btw) */
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pixelFormat: {
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size: this.getUint32(buffer, 76),
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flags: this.getUint32(buffer, 80),
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type: this.getUint32(buffer, 84),
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}
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}
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};
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loadFile(path: string) : Promise<boolean> {
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return new Promise(async r => {
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if (!this.db)
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return r(false);
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let transaction = this.db.transaction(["dds"], "readonly");
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let objectStore = transaction.objectStore("dds");
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let request = objectStore.get(path);
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request.onsuccess = async (e) => {
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if (request.result)
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if (request.result.blob) {
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await this.fromBlob(request.result.blob)
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return r(true);
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}
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r(false);
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}
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request.onerror = () => r(false);
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})
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};
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async getFile(path: string, fallback?: string) : Promise<string> {
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if (this.urlCache[path])
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return this.urlCache[path]
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if (!await this.loadFile(path))
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if (fallback) {
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if (!await this.loadFile(fallback))
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return "";
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} else
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return "";
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let url = URL.createObjectURL(await this.getBlob("image/png") ?? new Blob([]));
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this.urlCache[path] = url;
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return url
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};
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async getFileFromSheet(path: string, x: number, y: number, w: number, h: number, s?: number): Promise<string> {
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if (!await this.loadFile(path))
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return "";
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this.canvas2D.width = w * (s ?? 1);
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this.canvas2D.height = h * (s ?? 1);
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this.ctx.drawImage(this.canvasGL, x, y, w, h, 0, 0, w * (s ?? 1), h * (s ?? 1));
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return URL.createObjectURL(await this.get2DBlob("image/png") ?? new Blob([]));
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};
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async getFileScaled(path: string, s: number, fallback?: string): Promise<string> {
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if (this.urlCache[path])
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return this.urlCache[path]
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if (!await this.loadFile(path))
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if (fallback) {
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if (!await this.loadFile(fallback))
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return "";
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} else
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return "";
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this.canvas2D.width = this.canvasGL.width * (s ?? 1);
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this.canvas2D.height = this.canvasGL.height * (s ?? 1);
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this.ctx.drawImage(this.canvasGL, 0, 0, this.canvasGL.width, this.canvasGL.height, 0, 0, this.canvasGL.width * (s ?? 1), this.canvasGL.height * (s ?? 1));
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let url = URL.createObjectURL(await this.get2DBlob("image/png") ?? new Blob([]));
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this.urlCache[path] = url;
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return url;
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};
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/**
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* @description Retrieve a Uint32 from a Uint8Array at the specified offset
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* @param buffer Uint8Array to retrieve the Uint32 from
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* @param offset Offset at which to retrieve bytes
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*/
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getUint32(buffer: Uint8Array, offset: number) {
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return (buffer[offset + 0] << 0) +
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(buffer[offset + 1] << 8) +
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(buffer[offset + 2] << 16) +
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(buffer[offset + 3] << 24);
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};
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private compileShaders() {
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let vertexShader = this.gl.createShader(this.gl.VERTEX_SHADER);
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let fragmentShader = this.gl.createShader(this.gl.FRAGMENT_SHADER);
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if (!vertexShader || !fragmentShader) return;
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this.gl.shaderSource(vertexShader, DDS_DECOMPRESS_VERTEX_SHADER);
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this.gl.compileShader(vertexShader);
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if (!this.gl.getShaderParameter(vertexShader, this.gl.COMPILE_STATUS))
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throw new Error(
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`An error occurred compiling vertex shader: ${this.gl.getShaderInfoLog(vertexShader)}`,
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);
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this.gl.shaderSource(fragmentShader, DDS_DECOMPRESS_FRAGMENT_SHADER);
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this.gl.compileShader(fragmentShader);
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if (!this.gl.getShaderParameter(fragmentShader, this.gl.COMPILE_STATUS))
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throw new Error(
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`An error occurred compiling fragment shader: ${this.gl.getShaderInfoLog(fragmentShader)}`,
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);
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let program = this.gl.createProgram();
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if (!program) return;
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this.shader = program;
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this.gl.attachShader(program, vertexShader);
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this.gl.attachShader(program, fragmentShader);
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this.gl.linkProgram(program);
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if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS))
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throw new Error(
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`An error occurred linking the program: ${this.gl.getProgramInfoLog(program)}`,
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);
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};
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canvas2D: HTMLCanvasElement = document.createElement("canvas");
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canvasGL: HTMLCanvasElement = document.createElement("canvas");
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urlCache: Record<string, string> = {};
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ctx: CanvasRenderingContext2D;
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gl: WebGLRenderingContext;
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ext: ReturnType<typeof this.gl.getExtension>;
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shader: WebGLShader | null = null;
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db: IDBDatabase | undefined;
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};
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