[Other] Refactor js submodule (#415)

* Refactor js submodule

* Remove change-log

* Update ocr module

* Update ocr-detection module

* Update ocr-detection module

* Remove change-log
This commit is contained in:
chenqianhe
2022-10-23 14:05:13 +08:00
committed by GitHub
parent 30971cf3fd
commit f2619b0546
273 changed files with 14697 additions and 5088 deletions

View File

@@ -0,0 +1,641 @@
//
// WebGLImageFilter - MIT Licensed
// 2013, Dominic Szablewski - phoboslab.org
//
/* eslint-disable */
var WebGLProgram = function( gl, vertexSource, fragmentSource ) {
var _collect = function( source, prefix, collection ) {
var r = new RegExp('\\b' + prefix + ' \\w+ (\\w+)', 'ig');
source.replace(r, function(match, name) {
collection[name] = 0;
return match;
});
};
var _compile = function( gl, source, type ) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if( !gl.getShaderParameter(shader, gl.COMPILE_STATUS) ) {
console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
this.uniform = {};
this.attribute = {};
var _vsh = _compile(gl, vertexSource, gl.VERTEX_SHADER);
var _fsh = _compile(gl, fragmentSource, gl.FRAGMENT_SHADER);
this.id = gl.createProgram();
gl.attachShader(this.id, _vsh);
gl.attachShader(this.id, _fsh);
gl.linkProgram(this.id);
if( !gl.getProgramParameter(this.id, gl.LINK_STATUS) ) {
console.log(gl.getProgramInfoLog(this.id));
}
gl.useProgram(this.id);
// Collect attributes
_collect(vertexSource, 'attribute', this.attribute);
for( var a in this.attribute ) {
this.attribute[a] = gl.getAttribLocation(this.id, a);
}
// Collect uniforms
_collect(vertexSource, 'uniform', this.uniform);
_collect(fragmentSource, 'uniform', this.uniform);
for( var u in this.uniform ) {
this.uniform[u] = gl.getUniformLocation(this.id, u);
}
};
var WebGLImageFilter = window.WebGLImageFilter = function (params) {
if (!params)
params = { };
var
gl = null,
_drawCount = 0,
_sourceTexture = null,
_lastInChain = false,
_currentFramebufferIndex = -1,
_tempFramebuffers = [null, null],
_filterChain = [],
_width = -1,
_height = -1,
_vertexBuffer = null,
_currentProgram = null,
_canvas = params.canvas || document.createElement('canvas');
// key is the shader program source, value is the compiled program
var _shaderProgramCache = { };
var gl = _canvas.getContext("webgl") || _canvas.getContext("experimental-webgl");
if( !gl ) {
throw "Couldn't get WebGL context";
}
this.addFilter = function( name ) {
var args = Array.prototype.slice.call(arguments, 1);
var filter = _filter[name];
_filterChain.push({func:filter, args:args});
};
this.reset = function() {
_filterChain = [];
};
var applied = false;
this.dispose = function () {
gl.deleteTexture(_sourceTexture);
_sourceTexture = null;
applied = false;
};
this.apply = function( image ) {
_resize( image.width, image.height );
_drawCount = 0;
// Create the texture for the input image if we haven't yet
if (!_sourceTexture)
_sourceTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, _sourceTexture);
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);
if (!applied) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
applied = true;
} else {
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
}
// No filters? Just draw
if( _filterChain.length == 0 ) {
var program = _compileShader(SHADER.FRAGMENT_IDENTITY);
_draw();
return _canvas;
}
for( var i = 0; i < _filterChain.length; i++ ) {
_lastInChain = (i == _filterChain.length-1);
var f = _filterChain[i];
f.func.apply(this, f.args || []);
}
return _canvas;
};
var _resize = function( width, height ) {
// Same width/height? Nothing to do here
if( width == _width && height == _height ) { return; }
_canvas.width = _width = width;
_canvas.height = _height = height;
// Create the context if we don't have it yet
if( !_vertexBuffer ) {
// Create the vertex buffer for the two triangles [x, y, u, v] * 6
var vertices = new Float32Array([
-1, -1, 0, 1, 1, -1, 1, 1, -1, 1, 0, 0,
-1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0
]);
_vertexBuffer = gl.createBuffer(),
gl.bindBuffer(gl.ARRAY_BUFFER, _vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
// Note sure if this is a good idea; at least it makes texture loading
// in Ejecta instant.
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
}
gl.viewport(0, 0, _width, _height);
// Delete old temp framebuffers
_tempFramebuffers = [null, null];
};
var _getTempFramebuffer = function( index ) {
_tempFramebuffers[index] =
_tempFramebuffers[index] ||
_createFramebufferTexture( _width, _height );
return _tempFramebuffers[index];
};
var _createFramebufferTexture = function( width, height ) {
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return {fbo: fbo, texture: texture};
};
var _draw = function( flags ) {
var source = null,
target = null,
flipY = false;
// Set up the source
if( _drawCount == 0 ) {
// First draw call - use the source texture
source = _sourceTexture;
}
else {
// All following draw calls use the temp buffer last drawn to
source = _getTempFramebuffer(_currentFramebufferIndex).texture;
}
_drawCount++;
// Set up the target
if( _lastInChain && !(flags & DRAW.INTERMEDIATE) ) {
// Last filter in our chain - draw directly to the WebGL Canvas. We may
// also have to flip the image vertically now
target = null;
flipY = _drawCount % 2 == 0;
}
else {
// Intermediate draw call - get a temp buffer to draw to
_currentFramebufferIndex = (_currentFramebufferIndex+1) % 2;
target = _getTempFramebuffer(_currentFramebufferIndex).fbo;
}
// Bind the source and target and draw the two triangles
gl.bindTexture(gl.TEXTURE_2D, source);
gl.bindFramebuffer(gl.FRAMEBUFFER, target);
gl.uniform1f(_currentProgram.uniform.flipY, (flipY ? -1 : 1) );
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
var _compileShader = function( fragmentSource ) {
if (_shaderProgramCache[fragmentSource]) {
_currentProgram = _shaderProgramCache[fragmentSource];
gl.useProgram(_currentProgram.id);
return _currentProgram;
}
// Compile shaders
_currentProgram = new WebGLProgram( gl, SHADER.VERTEX_IDENTITY, fragmentSource );
var floatSize = Float32Array.BYTES_PER_ELEMENT;
var vertSize = 4 * floatSize;
gl.enableVertexAttribArray(_currentProgram.attribute.pos);
gl.vertexAttribPointer(_currentProgram.attribute.pos, 2, gl.FLOAT, false, vertSize , 0 * floatSize);
gl.enableVertexAttribArray(_currentProgram.attribute.uv);
gl.vertexAttribPointer(_currentProgram.attribute.uv, 2, gl.FLOAT, false, vertSize, 2 * floatSize);
_shaderProgramCache[fragmentSource] = _currentProgram;
return _currentProgram;
};
var DRAW = { INTERMEDIATE: 1 };
var SHADER = {};
SHADER.VERTEX_IDENTITY = [
'precision highp float;',
'attribute vec2 pos;',
'attribute vec2 uv;',
'varying vec2 vUv;',
'uniform float flipY;',
'void main(void) {',
'vUv = uv;',
'gl_Position = vec4(pos.x, pos.y*flipY, 0.0, 1.);',
'}'
].join('\n');
SHADER.FRAGMENT_IDENTITY = [
'precision highp float;',
'varying vec2 vUv;',
'uniform sampler2D texture;',
'void main(void) {',
'gl_FragColor = texture2D(texture, vUv);',
'}',
].join('\n');
var _filter = {};
// -------------------------------------------------------------------------
// Color Matrix Filter
_filter.colorMatrix = function( matrix ) {
// Create a Float32 Array and normalize the offset component to 0-1
var m = new Float32Array(matrix);
m[4] /= 255;
m[9] /= 255;
m[14] /= 255;
m[19] /= 255;
// Can we ignore the alpha value? Makes things a bit faster.
var shader = (1==m[18]&&0==m[3]&&0==m[8]&&0==m[13]&&0==m[15]&&0==m[16]&&0==m[17]&&0==m[19])
? _filter.colorMatrix.SHADER.WITHOUT_ALPHA
: _filter.colorMatrix.SHADER.WITH_ALPHA;
var program = _compileShader(shader);
gl.uniform1fv(program.uniform.m, m);
_draw();
};
_filter.colorMatrix.SHADER = {};
_filter.colorMatrix.SHADER.WITH_ALPHA = [
'precision highp float;',
'varying vec2 vUv;',
'uniform sampler2D texture;',
'uniform float m[20];',
'void main(void) {',
'vec4 c = texture2D(texture, vUv);',
'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[3] * c.a + m[4];',
'gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[8] * c.a + m[9];',
'gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[13] * c.a + m[14];',
'gl_FragColor.a = m[15] * c.r + m[16] * c.g + m[17] * c.b + m[18] * c.a + m[19];',
'}',
].join('\n');
_filter.colorMatrix.SHADER.WITHOUT_ALPHA = [
'precision highp float;',
'varying vec2 vUv;',
'uniform sampler2D texture;',
'uniform float m[20];',
'void main(void) {',
'vec4 c = texture2D(texture, vUv);',
'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[4];',
'gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[9];',
'gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[14];',
'gl_FragColor.a = c.a;',
'}',
].join('\n');
_filter.brightness = function( brightness ) {
var b = (brightness || 0) + 1;
_filter.colorMatrix([
b, 0, 0, 0, 0,
0, b, 0, 0, 0,
0, 0, b, 0, 0,
0, 0, 0, 1, 0
]);
};
_filter.saturation = function( amount ) {
var x = (amount || 0) * 2/3 + 1;
var y = ((x-1) *-0.5);
_filter.colorMatrix([
x, y, y, 0, 0,
y, x, y, 0, 0,
y, y, x, 0, 0,
0, 0, 0, 1, 0
]);
};
_filter.desaturate = function() {
_filter.saturation(-1);
};
_filter.contrast = function( amount ) {
var v = (amount || 0) + 1;
var o = -128 * (v-1);
_filter.colorMatrix([
v, 0, 0, 0, o,
0, v, 0, 0, o,
0, 0, v, 0, o,
0, 0, 0, 1, 0
]);
};
_filter.negative = function() {
_filter.contrast(-2);
};
_filter.hue = function( rotation ) {
rotation = (rotation || 0)/180 * Math.PI;
var cos = Math.cos(rotation),
sin = Math.sin(rotation),
lumR = 0.213,
lumG = 0.715,
lumB = 0.072;
_filter.colorMatrix([
lumR+cos*(1-lumR)+sin*(-lumR),lumG+cos*(-lumG)+sin*(-lumG),lumB+cos*(-lumB)+sin*(1-lumB),0,0,
lumR+cos*(-lumR)+sin*(0.143),lumG+cos*(1-lumG)+sin*(0.140),lumB+cos*(-lumB)+sin*(-0.283),0,0,
lumR+cos*(-lumR)+sin*(-(1-lumR)),lumG+cos*(-lumG)+sin*(lumG),lumB+cos*(1-lumB)+sin*(lumB),0,0,
0, 0, 0, 1, 0
]);
};
_filter.desaturateLuminance = function() {
_filter.colorMatrix([
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
0, 0, 0, 1, 0
]);
};
_filter.sepia = function() {
_filter.colorMatrix([
0.393, 0.7689999, 0.18899999, 0, 0,
0.349, 0.6859999, 0.16799999, 0, 0,
0.272, 0.5339999, 0.13099999, 0, 0,
0,0,0,1,0
]);
};
_filter.brownie = function() {
_filter.colorMatrix([
0.5997023498159715,0.34553243048391263,-0.2708298674538042,0,47.43192855600873,
-0.037703249837783157,0.8609577587992641,0.15059552388459913,0,-36.96841498319127,
0.24113635128153335,-0.07441037908422492,0.44972182064877153,0,-7.562075277591283,
0,0,0,1,0
]);
};
_filter.vintagePinhole = function() {
_filter.colorMatrix([
0.6279345635605994,0.3202183420819367,-0.03965408211312453,0,9.651285835294123,
0.02578397704808868,0.6441188644374771,0.03259127616149294,0,7.462829176470591,
0.0466055556782719,-0.0851232987247891,0.5241648018700465,0,5.159190588235296,
0,0,0,1,0
]);
};
_filter.kodachrome = function() {
_filter.colorMatrix([
1.1285582396593525,-0.3967382283601348,-0.03992559172921793,0,63.72958762196502,
-0.16404339962244616,1.0835251566291304,-0.05498805115633132,0,24.732407896706203,
-0.16786010706155763,-0.5603416277695248,1.6014850761964943,0,35.62982807460946,
0,0,0,1,0
]);
};
_filter.technicolor = function() {
_filter.colorMatrix([
1.9125277891456083,-0.8545344976951645,-0.09155508482755585,0,11.793603434377337,
-0.3087833385928097,1.7658908555458428,-0.10601743074722245,0,-70.35205161461398,
-0.231103377548616,-0.7501899197440212,1.847597816108189,0,30.950940869491138,
0,0,0,1,0
]);
};
_filter.polaroid = function() {
_filter.colorMatrix([
1.438,-0.062,-0.062,0,0,
-0.122,1.378,-0.122,0,0,
-0.016,-0.016,1.483,0,0,
0,0,0,1,0
]);
};
_filter.shiftToBGR = function() {
_filter.colorMatrix([
0,0,1,0,0,
0,1,0,0,0,
1,0,0,0,0,
0,0,0,1,0
]);
};
// -------------------------------------------------------------------------
// Convolution Filter
_filter.convolution = function( matrix ) {
var m = new Float32Array(matrix);
var pixelSizeX = 1 / _width;
var pixelSizeY = 1 / _height;
var program = _compileShader(_filter.convolution.SHADER);
gl.uniform1fv(program.uniform.m, m);
gl.uniform2f(program.uniform.px, pixelSizeX, pixelSizeY);
_draw();
};
_filter.convolution.SHADER = [
'precision highp float;',
'varying vec2 vUv;',
'uniform sampler2D texture;',
'uniform vec2 px;',
'uniform float m[9];',
'void main(void) {',
'vec4 c11 = texture2D(texture, vUv - px);', // top left
'vec4 c12 = texture2D(texture, vec2(vUv.x, vUv.y - px.y));', // top center
'vec4 c13 = texture2D(texture, vec2(vUv.x + px.x, vUv.y - px.y));', // top right
'vec4 c21 = texture2D(texture, vec2(vUv.x - px.x, vUv.y) );', // mid left
'vec4 c22 = texture2D(texture, vUv);', // mid center
'vec4 c23 = texture2D(texture, vec2(vUv.x + px.x, vUv.y) );', // mid right
'vec4 c31 = texture2D(texture, vec2(vUv.x - px.x, vUv.y + px.y) );', // bottom left
'vec4 c32 = texture2D(texture, vec2(vUv.x, vUv.y + px.y) );', // bottom center
'vec4 c33 = texture2D(texture, vUv + px );', // bottom right
'gl_FragColor = ',
'c11 * m[0] + c12 * m[1] + c22 * m[2] +',
'c21 * m[3] + c22 * m[4] + c23 * m[5] +',
'c31 * m[6] + c32 * m[7] + c33 * m[8];',
'gl_FragColor.a = c22.a;',
'}',
].join('\n');
_filter.detectEdges = function() {
_filter.convolution.call(this, [
0, 1, 0,
1, -4, 1,
0, 1, 0
]);
};
_filter.sobelX = function() {
_filter.convolution.call(this, [
-1, 0, 1,
-2, 0, 2,
-1, 0, 1
]);
};
_filter.sobelY = function() {
_filter.convolution.call(this, [
-1, -2, -1,
0, 0, 0,
1, 2, 1
]);
};
_filter.sharpen = function( amount ) {
var a = amount || 1;
_filter.convolution.call(this, [
0, -1*a, 0,
-1*a, 1 + 4*a, -1*a,
0, -1*a, 0
]);
};
_filter.emboss = function( size ) {
var s = size || 1;
_filter.convolution.call(this, [
-2*s, -1*s, 0,
-1*s, 1, 1*s,
0, 1*s, 2*s
]);
};
// -------------------------------------------------------------------------
// Blur Filter
_filter.blur = function( size ) {
var blurSizeX = (size/7) / _width;
var blurSizeY = (size/7) / _height;
var program = _compileShader(_filter.blur.SHADER);
// Vertical
gl.uniform2f(program.uniform.px, 0, blurSizeY);
_draw(DRAW.INTERMEDIATE);
// Horizontal
gl.uniform2f(program.uniform.px, blurSizeX, 0);
_draw();
};
_filter.blur.SHADER = [
'precision highp float;',
'varying vec2 vUv;',
'uniform sampler2D texture;',
'uniform vec2 px;',
'void main(void) {',
'gl_FragColor = vec4(0.0);',
'gl_FragColor += texture2D(texture, vUv + vec2(-7.0*px.x, -7.0*px.y))*0.0044299121055113265;',
'gl_FragColor += texture2D(texture, vUv + vec2(-6.0*px.x, -6.0*px.y))*0.00895781211794;',
'gl_FragColor += texture2D(texture, vUv + vec2(-5.0*px.x, -5.0*px.y))*0.0215963866053;',
'gl_FragColor += texture2D(texture, vUv + vec2(-4.0*px.x, -4.0*px.y))*0.0443683338718;',
'gl_FragColor += texture2D(texture, vUv + vec2(-3.0*px.x, -3.0*px.y))*0.0776744219933;',
'gl_FragColor += texture2D(texture, vUv + vec2(-2.0*px.x, -2.0*px.y))*0.115876621105;',
'gl_FragColor += texture2D(texture, vUv + vec2(-1.0*px.x, -1.0*px.y))*0.147308056121;',
'gl_FragColor += texture2D(texture, vUv )*0.159576912161;',
'gl_FragColor += texture2D(texture, vUv + vec2( 1.0*px.x, 1.0*px.y))*0.147308056121;',
'gl_FragColor += texture2D(texture, vUv + vec2( 2.0*px.x, 2.0*px.y))*0.115876621105;',
'gl_FragColor += texture2D(texture, vUv + vec2( 3.0*px.x, 3.0*px.y))*0.0776744219933;',
'gl_FragColor += texture2D(texture, vUv + vec2( 4.0*px.x, 4.0*px.y))*0.0443683338718;',
'gl_FragColor += texture2D(texture, vUv + vec2( 5.0*px.x, 5.0*px.y))*0.0215963866053;',
'gl_FragColor += texture2D(texture, vUv + vec2( 6.0*px.x, 6.0*px.y))*0.00895781211794;',
'gl_FragColor += texture2D(texture, vUv + vec2( 7.0*px.x, 7.0*px.y))*0.0044299121055113265;',
'}',
].join('\n');
// -------------------------------------------------------------------------
// Pixelate Filter
_filter.pixelate = function( size ) {
var blurSizeX = (size) / _width;
var blurSizeY = (size) / _height;
var program = _compileShader(_filter.pixelate.SHADER);
// Horizontal
gl.uniform2f(program.uniform.size, blurSizeX, blurSizeY);
_draw();
};
_filter.pixelate.SHADER = [
'precision highp float;',
'varying vec2 vUv;',
'uniform vec2 size;',
'uniform sampler2D texture;',
'vec2 pixelate(vec2 coord, vec2 size) {',
'return floor( coord / size ) * size;',
'}',
'void main(void) {',
'gl_FragColor = vec4(0.0);',
'vec2 coord = pixelate(vUv, size);',
'gl_FragColor += texture2D(texture, coord);',
'}',
].join('\n');
};
export default WebGLImageFilter;