gecko/browser/devtools/tilt/TiltWorkerCrafter.js

316 lines
9.8 KiB
JavaScript

/* -*- Mode: javascript; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=2 et sw=2 tw=80: */
/***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Tilt: A WebGL-based 3D visualization of a webpage.
*
* The Initial Developer of the Original Code is
* Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Victor Porof <vporof@mozilla.com> (original author)
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the LGPL or the GPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
***** END LICENSE BLOCK *****/
"use strict";
/**
* Given the initialization data (thickness, sizes and information about
* each DOM node) this worker sends back the arrays representing
* vertices, texture coords, colors, indices and all the needed data for
* rendering the DOM visualization mesh.
*
* Used in the TiltVisualization.Presenter object.
*/
self.onmessage = function TWC_onMessage(event)
{
let data = event.data;
let maxGroupNodes = parseInt(data.maxGroupNodes);
let thickness = data.thickness;
let style = data.style;
let texWidth = data.texWidth;
let texHeight = data.texHeight;
let nodesInfo = data.nodesInfo;
let mesh = {
allVertices: [],
groups: [],
width: 0,
height: 0
};
let vertices;
let texCoord;
let color;
let stacksIndices;
let wireframeIndices;
let index;
// seed the random function to get the same values each time
// we're doing this to avoid ugly z-fighting with overlapping nodes
self.random.seed(0);
// go through all the dom nodes and compute the verts, texcoord etc.
for (let n = 0, len = nodesInfo.length; n < len; n++) {
// check if we need to start creating a new group
if (n % maxGroupNodes === 0) {
vertices = []; // recreate the arrays used to construct the 3D mesh data
texCoord = [];
color = [];
stacksIndices = [];
wireframeIndices = [];
index = 0;
}
let info = nodesInfo[n];
let depth = info.depth;
let coord = info.coord;
// calculate the stack x, y, z, width and height coordinates
let z = depth * thickness;
let y = coord.top;
let x = coord.left;
let w = coord.width;
let h = coord.height;
// the maximum texture size slices the visualization mesh where needed
if (x + w > texWidth) {
w = texWidth - x;
}
if (y + h > texHeight) {
h = texHeight - y;
}
x += self.random.next();
y += self.random.next();
w -= self.random.next() * 0.1;
h -= self.random.next() * 0.1;
let xpw = x + w;
let yph = y + h;
let zmt = z - thickness;
let xotw = x / texWidth;
let yoth = y / texHeight;
let xpwotw = xpw / texWidth;
let yphoth = yph / texHeight;
// calculate the margin fill color
let fill = style[info.name] || style.highlight.defaultFill;
let r = fill[0];
let g = fill[1];
let b = fill[2];
let g10 = r * 1.1;
let g11 = g * 1.1;
let g12 = b * 1.1;
let g20 = r * 0.6;
let g21 = g * 0.6;
let g22 = b * 0.6;
// compute the vertices
vertices.push(x, y, z, /* front */ // 0
x, yph, z, // 1
xpw, yph, z, // 2
xpw, y, z, // 3
// we don't duplicate vertices for the left and right faces, because
// they can be reused from the bottom and top faces; we do, however,
// duplicate some vertices from front face, because it has custom
// texture coordinates which are not shared by the other faces
x, y, z, /* front */ // 4
x, yph, z, // 5
xpw, yph, z, // 6
xpw, y, z, // 7
x, y, zmt, /* back */ // 8
x, yph, zmt, // 9
xpw, yph, zmt, // 10
xpw, y, zmt); // 11
// compute the texture coordinates
texCoord.push(xotw, yoth,
xotw, yphoth,
xpwotw, yphoth,
xpwotw, yoth,
-1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0);
// compute the colors for each vertex in the mesh
color.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
g10, g11, g12,
g10, g11, g12,
g10, g11, g12,
g10, g11, g12,
g20, g21, g22,
g20, g21, g22,
g20, g21, g22,
g20, g21, g22);
let i = index; // number of vertex points, used to create the indices array
let ip1 = i + 1;
let ip2 = ip1 + 1;
let ip3 = ip2 + 1;
let ip4 = ip3 + 1;
let ip5 = ip4 + 1;
let ip6 = ip5 + 1;
let ip7 = ip6 + 1;
let ip8 = ip7 + 1;
let ip9 = ip8 + 1;
let ip10 = ip9 + 1;
let ip11 = ip10 + 1;
// compute the stack indices
stacksIndices.unshift(i, ip1, ip2, i, ip2, ip3,
ip8, ip9, ip5, ip8, ip5, ip4,
ip7, ip6, ip10, ip7, ip10, ip11,
ip8, ip4, ip7, ip8, ip7, ip11,
ip5, ip9, ip10, ip5, ip10, ip6);
// compute the wireframe indices
if (depth !== 0) {
wireframeIndices.unshift(i, ip1, ip1, ip2,
ip2, ip3, ip3, i,
ip8, i, ip9, ip1,
ip11, ip3, ip10, ip2);
}
// there are 12 vertices in a stack representing a node
index += 12;
// set the maximum mesh width and height to calculate the center offset
mesh.width = Math.max(w, mesh.width);
mesh.height = Math.max(h, mesh.height);
// check if we need to save the currently active group; this happens after
// we filled all the "slots" in a group or there aren't any remaining nodes
if (((n + 1) % maxGroupNodes === 0) || (n === len - 1)) {
mesh.groups.push({
vertices: vertices,
texCoord: texCoord,
color: color,
stacksIndices: stacksIndices,
wireframeIndices: wireframeIndices
});
mesh.allVertices = mesh.allVertices.concat(vertices);
}
}
self.postMessage(mesh);
close();
};
/**
* Utility functions for generating random numbers using the Alea algorithm.
*/
self.random = {
/**
* The generator function, automatically created with seed 0.
*/
_generator: null,
/**
* Returns a new random number between [0..1)
*/
next: function RNG_next()
{
return this._generator();
},
/**
* From http://baagoe.com/en/RandomMusings/javascript
* Johannes Baagoe <baagoe@baagoe.com>, 2010
*
* Seeds a random generator function with a set of passed arguments.
*/
seed: function RNG_seed()
{
let s0 = 0;
let s1 = 0;
let s2 = 0;
let c = 1;
if (arguments.length === 0) {
return this.seed(+new Date());
} else {
s0 = this.mash(" ");
s1 = this.mash(" ");
s2 = this.mash(" ");
for (let i = 0, len = arguments.length; i < len; i++) {
s0 -= this.mash(arguments[i]);
if (s0 < 0) {
s0 += 1;
}
s1 -= this.mash(arguments[i]);
if (s1 < 0) {
s1 += 1;
}
s2 -= this.mash(arguments[i]);
if (s2 < 0) {
s2 += 1;
}
}
let random = function() {
let t = 2091639 * s0 + c * 2.3283064365386963e-10; // 2^-32
s0 = s1;
s1 = s2;
return (s2 = t - (c = t | 0));
};
random.uint32 = function() {
return random() * 0x100000000; // 2^32
};
random.fract53 = function() {
return random() +
(random() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53
};
return (this._generator = random);
}
},
/**
* From http://baagoe.com/en/RandomMusings/javascript
* Johannes Baagoe <baagoe@baagoe.com>, 2010
*/
mash: function RNG_mash(data)
{
let h, n = 0xefc8249d;
for (let i = 0, data = data.toString(), len = data.length; i < len; i++) {
n += data.charCodeAt(i);
h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000; // 2^32
}
return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
}
};