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Fix #2952 Pre-render node images for interpolation (#3010)

* CachedImage with preredendered zoom images; first working version.

* Fixes for missing images and usage brokenImage.

* Remove unused method

* Added height member of CachedImage, note about svg's
gemini
wimrijnders 7 years ago
committed by yotamberk
parent
commit
005fa974cb
3 changed files with 204 additions and 58 deletions
  1. +160
    -0
      lib/network/CachedImage.js
  2. +37
    -28
      lib/network/Images.js
  3. +7
    -30
      lib/network/modules/components/nodes/util/CircleImageBase.js

+ 160
- 0
lib/network/CachedImage.js View File

@ -0,0 +1,160 @@
/**
* Associates a canvas to a given image, containing a number of renderings
* of the image at various sizes.
*
* This technique is known as 'mipmapping'.
*
* NOTE: Images can also be of type 'data:svg+xml`. This code also works
* for svg, but the mipmapping may not be necessary.
*/
class CachedImage {
constructor(image) {
this.NUM_ITERATIONS = 4; // Number of items in the coordinates array
this.image = new Image();
this.canvas = document.createElement('canvas');
}
/**
* Called when the image has been succesfully loaded.
*/
init() {
if (this.initialized()) return;
var w = this.image.width;
var h = this.image.height;
// Ease external access
this.width = w;
this.height = h;
// Make canvas as small as possible
this.canvas.width = 3*w/4;
this.canvas.height = h/2;
// Coordinates and sizes of images contained in the canvas
// Values per row: [top x, left y, width, height]
this.coordinates = [
[ 0 , 0 , w/2 , h/2],
[ w/2 , 0 , w/4 , h/4],
[ w/2 , h/4, w/8 , h/8],
[ 5*w/8, h/4, w/16, h/16]
];
this._fillMipMap();
}
/**
* @return {Boolean} true if init() has been called, false otherwise.
*/
initialized() {
return (this.coordinates !== undefined);
}
/**
* Redraw main image in various sizes to the context.
*
* The rationale behind this is to reduce artefacts due to interpolation
* at differing zoom levels.
*
* Source: http://stackoverflow.com/q/18761404/1223531
*
* This methods takes the resizing out of the drawing loop, in order to
* reduce performance overhead.
*
* @private
*/
_fillMipMap() {
var ctx = this.canvas.getContext('2d');
// First zoom-level comes from the image
var to = this.coordinates[0];
ctx.drawImage(this.image, to[0], to[1], to[2], to[3]);
// The rest are copy actions internal to the canvas/context
for (let iterations = 1; iterations < this.NUM_ITERATIONS; iterations++) {
let from = this.coordinates[iterations - 1];
let to = this.coordinates[iterations];
ctx.drawImage(this.canvas,
from[0], from[1], from[2], from[3],
to[0], to[1], to[2], to[3]
);
}
}
/**
* Draw the image, using the mipmap if necessary.
*
* MipMap is only used if param factor > 2; otherwise, original bitmap
* is resized. This is also used to skip mipmap usage, e.g. by setting factor = 1
*
* Credits to 'Alex de Mulder' for original implementation.
*
* ctx {Context} context on which to draw zoomed image
* factor {Float} scale factor at which to draw
*/
drawImageAtPosition(ctx, factor, left, top, width, height) {
if (factor > 2 && this.initialized()) {
// Determine which zoomed image to use
factor *= 0.5;
let iterations = 0;
while (factor > 2 && iterations < this.NUM_ITERATIONS) {
factor *= 0.5;
iterations += 1;
}
if (iterations >= this.NUM_ITERATIONS) {
iterations = this.NUM_ITERATIONS - 1;
}
//console.log("iterations: " + iterations);
let from = this.coordinates[iterations];
ctx.drawImage(this.canvas,
from[0], from[1], from[2], from[3],
left, top, width, height
);
} else if (this._isImageOk()) {
// Draw image directly
ctx.drawImage(this.image, left, top, width, height);
}
}
/**
* Check if image is loaded
*
* Source: http://stackoverflow.com/a/1977898/1223531
*
* @private
*/
_isImageOk(img) {
var img = this.image;
// During the onload event, IE correctly identifies any images that
// weren’t downloaded as not complete. Others should too. Gecko-based
// browsers act like NS4 in that they report this incorrectly.
if (!img.complete) {
return false;
}
// However, they do have two very useful properties: naturalWidth and
// naturalHeight. These give the true size of the image. If it failed
// to load, either of these should be zero.
if (typeof img.naturalWidth !== "undefined" && img.naturalWidth === 0) {
return false;
}
// No other way of checking: assume it’s ok.
return true;
}
}
export default CachedImage;

+ 37
- 28
lib/network/Images.js View File

@ -1,29 +1,17 @@
import CachedImage from './CachedImage';
/**
* @class Images
* This class loads images and keeps them stored.
*/
class Images{
class Images {
constructor(callback){
this.images = {};
this.imageBroken = {};
this.callback = callback;
}
/**
* @param {string} url The Url to cache the image as
* @return {Image} imageToLoadBrokenUrlOn The image object
*/
_addImageToCache (url, imageToCache) {
// IE11 fix -- thanks dponch!
if (imageToCache.width === 0) {
document.body.appendChild(imageToCache);
imageToCache.width = imageToCache.offsetWidth;
imageToCache.height = imageToCache.offsetHeight;
document.body.removeChild(imageToCache);
}
this.images[url] = imageToCache;
}
/**
* @param {string} url The original Url that failed to load, if the broken image is successfully loaded it will be added to the cache using this Url as the key so that subsequent requests for this Url will return the broken image
@ -37,12 +25,11 @@ class Images{
//Clear the old subscription to the error event and put a new in place that only handle errors in loading the brokenImageUrl
imageToLoadBrokenUrlOn.onerror = () => {
console.error("Could not load brokenImage:", brokenUrl);
//Add an empty image to the cache so that when subsequent load calls are made for the url we don't try load the image and broken image again
this._addImageToCache(url, new Image());
// cache item will contain empty image, this should be OK for default
};
//Set the source of the image to the brokenUrl, this is actually what kicks off the loading of the broken image
imageToLoadBrokenUrlOn.src = brokenUrl;
imageToLoadBrokenUrlOn.image.src = brokenUrl;
}
/**
@ -65,28 +52,50 @@ class Images{
if (cachedImage) return cachedImage;
//Create a new image
var img = new Image();
var img = new CachedImage();
// Need to add to cache here, otherwise final return will spawn different copies of the same image,
// Also, there will be multiple loads of the same image.
this.images[url] = img;
//Subscribe to the event that is raised if the image loads successfully
img.onload = () => {
//Add the image to the cache and then request a redraw
this._addImageToCache(url, img);
img.image.onload = () => {
// Properly init the cached item and then request a redraw
this._fixImageCoordinates(img.image);
img.init();
this._redrawWithImage(img);
};
//Subscribe to the event that is raised if the image fails to load
img.onerror = () => {
img.image.onerror = () => {
console.error("Could not load image:", url);
//Try and load the image specified by the brokenUrl using
this._tryloadBrokenUrl(url, brokenUrl, img);
}
//Set the source of the image to the url, this is actuall what kicks off the loading of the image
img.src = url;
//Set the source of the image to the url, this is what actually kicks off the loading of the image
img.image.src = url;
//Return the new image
return img;
}
}
/**
* IE11 fix -- thanks dponch!
*
* Local helper function
*
* @private
*/
_fixImageCoordinates(imageToCache) {
if (imageToCache.width === 0) {
document.body.appendChild(imageToCache);
imageToCache.width = imageToCache.offsetWidth;
imageToCache.height = imageToCache.offsetHeight;
document.body.removeChild(imageToCache);
}
}
}
export default Images;
export default Images;

+ 7
- 30
lib/network/modules/components/nodes/util/CircleImageBase.js View File

@ -1,4 +1,6 @@
import NodeBase from '../util/NodeBase'
import NodeBase from './NodeBase';
import CachedImage from '../../../../CachedImage';
/**
* NOTE: This is a bad base class
@ -122,37 +124,12 @@ class CircleImageBase extends NodeBase {
// draw shadow if enabled
this.enableShadow(ctx, values);
let factor = (this.imageObj.width / this.width) / this.body.view.scale;
if (factor > 2 && this.options.shapeProperties.interpolation === true) {
let w = this.imageObj.width;
let h = this.imageObj.height;
var can2 = document.createElement('canvas');
can2.width = w;
can2.height = w;
var ctx2 = can2.getContext('2d');
factor *= 0.5;
w *= 0.5;
h *= 0.5;
ctx2.drawImage(this.imageObj, 0, 0, w, h);
let distance = 0;
let iterations = 1;
while (factor > 2 && iterations < 4) {
ctx2.drawImage(can2, distance, 0, w, h, distance+w, 0, w/2, h/2);
distance += w;
factor *= 0.5;
w *= 0.5;
h *= 0.5;
iterations += 1;
}
ctx.drawImage(can2, distance, 0, w, h, this.left, this.top, this.width, this.height);
}
else {
// draw image
ctx.drawImage(this.imageObj, this.left, this.top, this.width, this.height);
let factor = 1;
if (this.options.shapeProperties.interpolation === true) {
factor = (this.imageObj.width / this.width) / this.body.view.scale;
}
this.imageObj.drawImageAtPosition(ctx, factor, this.left, this.top, this.width, this.height);
// disable shadows for other elements.
this.disableShadow(ctx, values);

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