Files
lemonspace_app/lib/image-pipeline/backend/webgl/webgl-backend.ts
2026-04-05 09:49:51 +02:00

574 lines
17 KiB
TypeScript

import type {
BackendPipelineRequest,
BackendStepRequest,
ImagePipelineBackend,
} from "@/lib/image-pipeline/backend/backend-types";
import {
normalizeDetailAdjustData,
normalizeLightAdjustData,
} from "@/lib/image-pipeline/adjustment-types";
import type { PipelineStep } from "@/lib/image-pipeline/contracts";
const CURVES_FRAGMENT_SHADER_SOURCE = `
precision mediump float;
varying vec2 vUv;
uniform sampler2D uSource;
uniform float uGamma;
void main() {
vec4 color = texture2D(uSource, vUv);
color.rgb = pow(max(color.rgb, vec3(0.0)), vec3(max(uGamma, 0.001)));
gl_FragColor = color;
}
`;
const COLOR_ADJUST_FRAGMENT_SHADER_SOURCE = `
precision mediump float;
varying vec2 vUv;
uniform sampler2D uSource;
uniform vec3 uColorShift;
void main() {
vec4 color = texture2D(uSource, vUv);
color.rgb = clamp(color.rgb + uColorShift, 0.0, 1.0);
gl_FragColor = color;
}
`;
const LIGHT_ADJUST_FRAGMENT_SHADER_SOURCE = `
precision mediump float;
varying vec2 vUv;
uniform sampler2D uSource;
uniform float uExposureFactor;
uniform float uContrastFactor;
uniform float uBrightnessShift;
uniform float uHighlights;
uniform float uShadows;
uniform float uWhites;
uniform float uBlacks;
uniform float uVignetteAmount;
uniform float uVignetteSize;
uniform float uVignetteRoundness;
float toByte(float value) {
return clamp(floor(value + 0.5), 0.0, 255.0);
}
void main() {
vec4 color = texture2D(uSource, vUv);
vec3 rgb = color.rgb * 255.0;
rgb *= uExposureFactor;
rgb = (rgb - 128.0) * uContrastFactor + 128.0 + uBrightnessShift;
float luma = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
float highlightsBoost = (luma / 255.0) * uHighlights * 40.0;
float shadowsBoost = ((255.0 - luma) / 255.0) * uShadows * 40.0;
float whitesBoost = (luma / 255.0) * uWhites * 35.0;
float blacksBoost = ((255.0 - luma) / 255.0) * uBlacks * 35.0;
float totalBoost = highlightsBoost + shadowsBoost + whitesBoost + blacksBoost;
rgb = vec3(
toByte(rgb.r + totalBoost),
toByte(rgb.g + totalBoost),
toByte(rgb.b + totalBoost)
);
if (uVignetteAmount > 0.0) {
vec2 centeredUv = (vUv - vec2(0.5)) / vec2(0.5);
float radialDistance = length(centeredUv);
float softEdge = pow(1.0 - clamp(radialDistance, 0.0, 1.0), 1.0 + uVignetteRoundness);
float strength = 1.0 - uVignetteAmount * (1.0 - softEdge) * (1.5 - uVignetteSize);
rgb = vec3(
toByte(rgb.r * strength),
toByte(rgb.g * strength),
toByte(rgb.b * strength)
);
}
gl_FragColor = vec4(clamp(rgb / 255.0, 0.0, 1.0), color.a);
}
`;
const DETAIL_ADJUST_FRAGMENT_SHADER_SOURCE = `
precision mediump float;
varying vec2 vUv;
uniform sampler2D uSource;
uniform float uSharpenBoost;
uniform float uClarityBoost;
uniform float uDenoiseLuma;
uniform float uDenoiseColor;
uniform float uGrainAmount;
uniform float uGrainScale;
uniform float uImageWidth;
float pseudoNoise(float seed) {
float x = sin(seed * 12.9898) * 43758.5453;
return fract(x);
}
void main() {
vec4 color = texture2D(uSource, vUv);
vec3 rgb = color.rgb * 255.0;
float luma = dot(rgb, vec3(0.2126, 0.7152, 0.0722));
rgb.r = rgb.r + (rgb.r - luma) * uSharpenBoost * 0.6;
rgb.g = rgb.g + (rgb.g - luma) * uSharpenBoost * 0.6;
rgb.b = rgb.b + (rgb.b - luma) * uSharpenBoost * 0.6;
float midtoneFactor = 1.0 - abs(luma / 255.0 - 0.5) * 2.0;
float clarityScale = 1.0 + uClarityBoost * midtoneFactor * 0.7;
rgb = (rgb - 128.0) * clarityScale + 128.0;
if (uDenoiseLuma > 0.0 || uDenoiseColor > 0.0) {
rgb = rgb * (1.0 - uDenoiseLuma * 0.2) + vec3(luma) * uDenoiseLuma * 0.2;
float average = (rgb.r + rgb.g + rgb.b) / 3.0;
rgb = rgb * (1.0 - uDenoiseColor * 0.2) + vec3(average) * uDenoiseColor * 0.2;
}
if (uGrainAmount > 0.0) {
float pixelX = floor(gl_FragCoord.x);
float pixelY = floor(gl_FragCoord.y);
float pixelIndex = ((pixelY * max(1.0, uImageWidth)) + pixelX) * 4.0;
float grainSeed = (pixelIndex + 1.0) / max(0.5, uGrainScale);
float grain = (pseudoNoise(grainSeed) - 0.5) * uGrainAmount * 40.0;
rgb += vec3(grain);
}
gl_FragColor = vec4(clamp(rgb / 255.0, 0.0, 1.0), color.a);
}
`;
const VERTEX_SHADER_SOURCE = `
attribute vec2 aPosition;
varying vec2 vUv;
void main() {
vUv = (aPosition + 1.0) * 0.5;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
type SupportedPreviewStepType = "curves" | "color-adjust" | "light-adjust" | "detail-adjust";
type WebglBackendContext = {
gl: WebGLRenderingContext;
curvesProgram: WebGLProgram;
colorAdjustProgram: WebGLProgram;
lightAdjustProgram: WebGLProgram;
detailAdjustProgram: WebGLProgram;
quadBuffer: WebGLBuffer;
};
const SUPPORTED_PREVIEW_STEP_TYPES = new Set<SupportedPreviewStepType>([
"curves",
"color-adjust",
"light-adjust",
"detail-adjust",
]);
function assertSupportedStep(step: PipelineStep): void {
if (SUPPORTED_PREVIEW_STEP_TYPES.has(step.type as SupportedPreviewStepType)) {
return;
}
throw new Error(`WebGL backend does not support step type '${step.type}'.`);
}
function createGlContext(): WebGLRenderingContext {
if (typeof document !== "undefined") {
const canvas = document.createElement("canvas");
const contextOptions: WebGLContextAttributes = {
alpha: true,
antialias: false,
premultipliedAlpha: false,
preserveDrawingBuffer: true,
};
const context =
canvas.getContext("webgl2", contextOptions) ?? canvas.getContext("webgl", contextOptions);
if (context) {
return context;
}
}
if (typeof OffscreenCanvas !== "undefined") {
const canvas = new OffscreenCanvas(1, 1);
const context = canvas.getContext("webgl2") ?? canvas.getContext("webgl");
if (context) {
return context;
}
}
throw new Error("WebGL context is unavailable.");
}
function compileShader(
gl: WebGLRenderingContext,
source: string,
shaderType: number,
): WebGLShader {
const shader = gl.createShader(shaderType);
if (!shader) {
throw new Error("WebGL shader allocation failed.");
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
}
const info = gl.getShaderInfoLog(shader) ?? "Unknown shader compile error.";
gl.deleteShader(shader);
throw new Error(`WebGL shader compile failed: ${info}`);
}
function compileProgram(
gl: WebGLRenderingContext,
fragmentShaderSource: string,
): WebGLProgram {
const vertexShader = compileShader(gl, VERTEX_SHADER_SOURCE, gl.VERTEX_SHADER);
const fragmentShader = compileShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER);
const program = gl.createProgram();
if (!program) {
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
throw new Error("WebGL program allocation failed.");
}
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program;
}
const info = gl.getProgramInfoLog(program) ?? "Unknown program link error.";
gl.deleteProgram(program);
throw new Error(`WebGL program link failed: ${info}`);
}
function createQuadBuffer(gl: WebGLRenderingContext): WebGLBuffer {
const quadBuffer = gl.createBuffer();
if (!quadBuffer) {
throw new Error("WebGL quad buffer allocation failed.");
}
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
return quadBuffer;
}
function mapCurvesGamma(step: PipelineStep): number {
const gamma = (step.params as { levels?: { gamma?: unknown } })?.levels?.gamma;
if (typeof gamma === "number" && Number.isFinite(gamma)) {
return Math.max(gamma, 0.001);
}
return 1;
}
function mapColorShift(step: PipelineStep): [number, number, number] {
const params = step.params as {
hsl?: { luminance?: unknown };
temperature?: unknown;
tint?: unknown;
};
const luminance = typeof params?.hsl?.luminance === "number" ? params.hsl.luminance : 0;
const temperature = typeof params?.temperature === "number" ? params.temperature : 0;
const tint = typeof params?.tint === "number" ? params.tint : 0;
return [
(luminance + temperature) / 255,
(luminance + tint) / 255,
(luminance - temperature) / 255,
];
}
function applyStepUniforms(
gl: WebGLRenderingContext,
shaderProgram: WebGLProgram,
request: BackendStepRequest,
): void {
if (request.step.type === "curves") {
const gammaLocation = gl.getUniformLocation(shaderProgram, "uGamma");
if (gammaLocation) {
gl.uniform1f(gammaLocation, mapCurvesGamma(request.step));
}
return;
}
if (request.step.type === "color-adjust") {
const colorShiftLocation = gl.getUniformLocation(shaderProgram, "uColorShift");
if (colorShiftLocation) {
const [r, g, b] = mapColorShift(request.step);
gl.uniform3f(colorShiftLocation, r, g, b);
}
return;
}
if (request.step.type === "light-adjust") {
const light = normalizeLightAdjustData(request.step.params);
const exposureFactorLocation = gl.getUniformLocation(shaderProgram, "uExposureFactor");
if (exposureFactorLocation) {
gl.uniform1f(exposureFactorLocation, Math.pow(2, light.exposure / 2));
}
const contrastFactorLocation = gl.getUniformLocation(shaderProgram, "uContrastFactor");
if (contrastFactorLocation) {
gl.uniform1f(contrastFactorLocation, 1 + light.contrast / 100);
}
const brightnessShiftLocation = gl.getUniformLocation(shaderProgram, "uBrightnessShift");
if (brightnessShiftLocation) {
gl.uniform1f(brightnessShiftLocation, light.brightness * 1.8);
}
const highlightsLocation = gl.getUniformLocation(shaderProgram, "uHighlights");
if (highlightsLocation) {
gl.uniform1f(highlightsLocation, light.highlights / 100);
}
const shadowsLocation = gl.getUniformLocation(shaderProgram, "uShadows");
if (shadowsLocation) {
gl.uniform1f(shadowsLocation, light.shadows / 100);
}
const whitesLocation = gl.getUniformLocation(shaderProgram, "uWhites");
if (whitesLocation) {
gl.uniform1f(whitesLocation, light.whites / 100);
}
const blacksLocation = gl.getUniformLocation(shaderProgram, "uBlacks");
if (blacksLocation) {
gl.uniform1f(blacksLocation, light.blacks / 100);
}
const vignetteAmountLocation = gl.getUniformLocation(shaderProgram, "uVignetteAmount");
if (vignetteAmountLocation) {
gl.uniform1f(vignetteAmountLocation, light.vignette.amount);
}
const vignetteSizeLocation = gl.getUniformLocation(shaderProgram, "uVignetteSize");
if (vignetteSizeLocation) {
gl.uniform1f(vignetteSizeLocation, light.vignette.size);
}
const vignetteRoundnessLocation = gl.getUniformLocation(shaderProgram, "uVignetteRoundness");
if (vignetteRoundnessLocation) {
gl.uniform1f(vignetteRoundnessLocation, light.vignette.roundness);
}
return;
}
if (request.step.type === "detail-adjust") {
const detail = normalizeDetailAdjustData(request.step.params);
const sharpenBoostLocation = gl.getUniformLocation(shaderProgram, "uSharpenBoost");
if (sharpenBoostLocation) {
gl.uniform1f(sharpenBoostLocation, detail.sharpen.amount / 500);
}
const clarityBoostLocation = gl.getUniformLocation(shaderProgram, "uClarityBoost");
if (clarityBoostLocation) {
gl.uniform1f(clarityBoostLocation, detail.clarity / 100);
}
const denoiseLumaLocation = gl.getUniformLocation(shaderProgram, "uDenoiseLuma");
if (denoiseLumaLocation) {
gl.uniform1f(denoiseLumaLocation, detail.denoise.luminance / 100);
}
const denoiseColorLocation = gl.getUniformLocation(shaderProgram, "uDenoiseColor");
if (denoiseColorLocation) {
gl.uniform1f(denoiseColorLocation, detail.denoise.color / 100);
}
const grainAmountLocation = gl.getUniformLocation(shaderProgram, "uGrainAmount");
if (grainAmountLocation) {
gl.uniform1f(grainAmountLocation, detail.grain.amount / 100);
}
const grainScaleLocation = gl.getUniformLocation(shaderProgram, "uGrainScale");
if (grainScaleLocation) {
gl.uniform1f(grainScaleLocation, Math.max(0.5, detail.grain.size));
}
const imageWidthLocation = gl.getUniformLocation(shaderProgram, "uImageWidth");
if (imageWidthLocation) {
gl.uniform1f(imageWidthLocation, request.width);
}
}
}
function runStepOnGpu(context: WebglBackendContext, request: BackendStepRequest): void {
const { gl } = context;
const shaderProgram =
request.step.type === "curves"
? context.curvesProgram
: request.step.type === "color-adjust"
? context.colorAdjustProgram
: request.step.type === "light-adjust"
? context.lightAdjustProgram
: context.detailAdjustProgram;
gl.useProgram(shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, context.quadBuffer);
const positionLocation = gl.getAttribLocation(shaderProgram, "aPosition");
if (positionLocation >= 0) {
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
}
const sourceTexture = gl.createTexture();
if (!sourceTexture) {
throw new Error("WebGL source texture allocation failed.");
}
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, sourceTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
request.width,
request.height,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
request.pixels,
);
const outputTexture = gl.createTexture();
if (!outputTexture) {
gl.deleteTexture(sourceTexture);
throw new Error("WebGL output texture allocation failed.");
}
gl.bindTexture(gl.TEXTURE_2D, outputTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
request.width,
request.height,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
null,
);
const framebuffer = gl.createFramebuffer();
if (!framebuffer) {
gl.deleteTexture(sourceTexture);
gl.deleteTexture(outputTexture);
throw new Error("WebGL framebuffer allocation failed.");
}
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
gl.deleteFramebuffer(framebuffer);
gl.deleteTexture(sourceTexture);
gl.deleteTexture(outputTexture);
throw new Error("WebGL framebuffer is incomplete.");
}
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, sourceTexture);
const sourceLocation = gl.getUniformLocation(shaderProgram, "uSource");
if (sourceLocation) {
gl.uniform1i(sourceLocation, 0);
}
applyStepUniforms(gl, shaderProgram, request);
gl.viewport(0, 0, request.width, request.height);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
const readback = new Uint8Array(request.pixels.length);
gl.readPixels(0, 0, request.width, request.height, gl.RGBA, gl.UNSIGNED_BYTE, readback);
request.pixels.set(readback);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.deleteFramebuffer(framebuffer);
gl.deleteTexture(sourceTexture);
gl.deleteTexture(outputTexture);
}
export function isWebglPreviewStepSupported(step: PipelineStep): boolean {
return SUPPORTED_PREVIEW_STEP_TYPES.has(step.type as SupportedPreviewStepType);
}
export function isWebglPreviewPipelineSupported(steps: readonly PipelineStep[]): boolean {
return steps.every((step) => isWebglPreviewStepSupported(step));
}
export function createWebglPreviewBackend(): ImagePipelineBackend {
let context: WebglBackendContext | null = null;
function ensureInitialized(): WebglBackendContext {
if (context) {
return context;
}
const gl = createGlContext();
context = {
gl,
curvesProgram: compileProgram(gl, CURVES_FRAGMENT_SHADER_SOURCE),
colorAdjustProgram: compileProgram(gl, COLOR_ADJUST_FRAGMENT_SHADER_SOURCE),
lightAdjustProgram: compileProgram(gl, LIGHT_ADJUST_FRAGMENT_SHADER_SOURCE),
detailAdjustProgram: compileProgram(gl, DETAIL_ADJUST_FRAGMENT_SHADER_SOURCE),
quadBuffer: createQuadBuffer(gl),
};
return context;
}
return {
id: "webgl",
runPreviewStep(request: BackendStepRequest): void {
assertSupportedStep(request.step);
runStepOnGpu(ensureInitialized(), request);
},
runFullPipeline(request: BackendPipelineRequest): void {
if (!isWebglPreviewPipelineSupported(request.steps)) {
throw new Error("WebGL backend does not support all pipeline steps.");
}
const initializedContext = ensureInitialized();
for (const step of request.steps) {
runStepOnGpu(initializedContext, {
pixels: request.pixels,
step,
width: request.width,
height: request.height,
executionOptions: request.executionOptions,
});
}
},
};
}