Files
noVNC/core/decoders/hextile.js
Pierre Ossman 6a19390baa Switch to RGBx pixel format
This is what the browser wants so it avoids having to spend time
converting everything. Unfortunately it usually means the server instead
needs to convert it for us, but we assume it has more power than we do.
2020-06-08 07:57:17 +02:00

192 lines
6.2 KiB
JavaScript

/*
* noVNC: HTML5 VNC client
* Copyright (C) 2019 The noVNC Authors
* Licensed under MPL 2.0 (see LICENSE.txt)
*
* See README.md for usage and integration instructions.
*
*/
import * as Log from '../util/logging.js';
export default class HextileDecoder {
constructor() {
this._tiles = 0;
this._lastsubencoding = 0;
this._tileBuffer = new Uint8Array(16 * 16 * 4);
}
decodeRect(x, y, width, height, sock, display, depth) {
if (this._tiles === 0) {
this._tilesX = Math.ceil(width / 16);
this._tilesY = Math.ceil(height / 16);
this._totalTiles = this._tilesX * this._tilesY;
this._tiles = this._totalTiles;
}
while (this._tiles > 0) {
let bytes = 1;
if (sock.rQwait("HEXTILE", bytes)) {
return false;
}
let rQ = sock.rQ;
let rQi = sock.rQi;
let subencoding = rQ[rQi]; // Peek
if (subencoding > 30) { // Raw
throw new Error("Illegal hextile subencoding (subencoding: " +
subencoding + ")");
}
const currTile = this._totalTiles - this._tiles;
const tileX = currTile % this._tilesX;
const tileY = Math.floor(currTile / this._tilesX);
const tx = x + tileX * 16;
const ty = y + tileY * 16;
const tw = Math.min(16, (x + width) - tx);
const th = Math.min(16, (y + height) - ty);
// Figure out how much we are expecting
if (subencoding & 0x01) { // Raw
bytes += tw * th * 4;
} else {
if (subencoding & 0x02) { // Background
bytes += 4;
}
if (subencoding & 0x04) { // Foreground
bytes += 4;
}
if (subencoding & 0x08) { // AnySubrects
bytes++; // Since we aren't shifting it off
if (sock.rQwait("HEXTILE", bytes)) {
return false;
}
let subrects = rQ[rQi + bytes - 1]; // Peek
if (subencoding & 0x10) { // SubrectsColoured
bytes += subrects * (4 + 2);
} else {
bytes += subrects * 2;
}
}
}
if (sock.rQwait("HEXTILE", bytes)) {
return false;
}
// We know the encoding and have a whole tile
rQi++;
if (subencoding === 0) {
if (this._lastsubencoding & 0x01) {
// Weird: ignore blanks are RAW
Log.Debug(" Ignoring blank after RAW");
} else {
display.fillRect(tx, ty, tw, th, this._background);
}
} else if (subencoding & 0x01) { // Raw
let pixels = tw * th;
// Max sure the image is fully opaque
for (let i = 0;i < pixels;i++) {
rQ[rQi + i * 4 + 3] = 255;
}
display.blitImage(tx, ty, tw, th, rQ, rQi);
rQi += bytes - 1;
} else {
if (subencoding & 0x02) { // Background
this._background = [rQ[rQi], rQ[rQi + 1], rQ[rQi + 2], rQ[rQi + 3]];
rQi += 4;
}
if (subencoding & 0x04) { // Foreground
this._foreground = [rQ[rQi], rQ[rQi + 1], rQ[rQi + 2], rQ[rQi + 3]];
rQi += 4;
}
this._startTile(tx, ty, tw, th, this._background);
if (subencoding & 0x08) { // AnySubrects
let subrects = rQ[rQi];
rQi++;
for (let s = 0; s < subrects; s++) {
let color;
if (subencoding & 0x10) { // SubrectsColoured
color = [rQ[rQi], rQ[rQi + 1], rQ[rQi + 2], rQ[rQi + 3]];
rQi += 4;
} else {
color = this._foreground;
}
const xy = rQ[rQi];
rQi++;
const sx = (xy >> 4);
const sy = (xy & 0x0f);
const wh = rQ[rQi];
rQi++;
const sw = (wh >> 4) + 1;
const sh = (wh & 0x0f) + 1;
this._subTile(sx, sy, sw, sh, color);
}
}
this._finishTile(display);
}
sock.rQi = rQi;
this._lastsubencoding = subencoding;
this._tiles--;
}
return true;
}
// start updating a tile
_startTile(x, y, width, height, color) {
this._tileX = x;
this._tileY = y;
this._tileW = width;
this._tileH = height;
const red = color[0];
const green = color[1];
const blue = color[2];
const data = this._tileBuffer;
for (let i = 0; i < width * height * 4; i += 4) {
data[i] = red;
data[i + 1] = green;
data[i + 2] = blue;
data[i + 3] = 255;
}
}
// update sub-rectangle of the current tile
_subTile(x, y, w, h, color) {
const red = color[0];
const green = color[1];
const blue = color[2];
const xend = x + w;
const yend = y + h;
const data = this._tileBuffer;
const width = this._tileW;
for (let j = y; j < yend; j++) {
for (let i = x; i < xend; i++) {
const p = (i + (j * width)) * 4;
data[p] = red;
data[p + 1] = green;
data[p + 2] = blue;
data[p + 3] = 255;
}
}
}
// draw the current tile to the screen
_finishTile(display) {
display.blitImage(this._tileX, this._tileY,
this._tileW, this._tileH,
this._tileBuffer, 0);
}
}