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webgl.js
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webgl.js
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JSMpeg.Renderer.WebGL = (function(){ "use strict";
var WebGLRenderer = function(options) {
this.canvas = options.canvas || document.createElement('canvas');
this.width = this.canvas.width;
this.height = this.canvas.height;
this.enabled = true;
this.hasTextureData = {};
var contextCreateOptions = {
preserveDrawingBuffer: !!options.preserveDrawingBuffer,
alpha: false,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: false
};
this.gl =
this.canvas.getContext('webgl', contextCreateOptions) ||
this.canvas.getContext('experimental-webgl', contextCreateOptions);
if (!this.gl) {
throw new Error('Failed to get WebGL Context');
}
var gl = this.gl;
var vertexAttr = null;
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
// Init buffers
this.vertexBuffer = gl.createBuffer();
var vertexCoords = new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexCoords, gl.STATIC_DRAW);
// Setup the main YCrCbToRGBA shader
this.program = this.createProgram(
WebGLRenderer.SHADER.VERTEX_IDENTITY,
WebGLRenderer.SHADER.FRAGMENT_YCRCB_TO_RGBA
);
vertexAttr = gl.getAttribLocation(this.program, 'vertex');
gl.enableVertexAttribArray(vertexAttr);
gl.vertexAttribPointer(vertexAttr, 2, gl.FLOAT, false, 0, 0);
this.textureY = this.createTexture(0, 'textureY');
this.textureCb = this.createTexture(1, 'textureCb');
this.textureCr = this.createTexture(2, 'textureCr');
// Setup the loading animation shader
this.loadingProgram = this.createProgram(
WebGLRenderer.SHADER.VERTEX_IDENTITY,
WebGLRenderer.SHADER.FRAGMENT_LOADING
);
vertexAttr = gl.getAttribLocation(this.loadingProgram, 'vertex');
gl.enableVertexAttribArray(vertexAttr);
gl.vertexAttribPointer(vertexAttr, 2, gl.FLOAT, false, 0, 0);
this.shouldCreateUnclampedViews = !this.allowsClampedTextureData();
};
WebGLRenderer.prototype.destroy = function() {
var gl = this.gl;
gl.deleteTexture(this.textureY);
gl.deleteTexture(this.textureCb);
gl.deleteTexture(this.textureCr);
gl.deleteProgram(this.program);
gl.deleteProgram(this.loadingProgram);
gl.deleteBuffer(this.vertexBuffer);
};
WebGLRenderer.prototype.resize = function(width, height) {
this.width = width|0;
this.height = height|0;
this.canvas.width = this.width;
this.canvas.height = this.height;
this.gl.useProgram(this.program);
var codedWidth = ((this.width + 15) >> 4) << 4;
this.gl.viewport(0, 0, codedWidth, this.height);
};
WebGLRenderer.prototype.createTexture = function(index, name) {
var gl = this.gl;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
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.uniform1i(gl.getUniformLocation(this.program, name), index);
return texture;
};
WebGLRenderer.prototype.createProgram = function(vsh, fsh) {
var gl = this.gl;
var program = gl.createProgram();
gl.attachShader(program, this.compileShader(gl.VERTEX_SHADER, vsh));
gl.attachShader(program, this.compileShader(gl.FRAGMENT_SHADER, fsh));
gl.linkProgram(program);
gl.useProgram(program);
return program;
};
WebGLRenderer.prototype.compileShader = function(type, source) {
var gl = this.gl;
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
};
WebGLRenderer.prototype.allowsClampedTextureData = function() {
var gl = this.gl;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.LUMINANCE, 1, 1, 0,
gl.LUMINANCE, gl.UNSIGNED_BYTE, new Uint8ClampedArray([0])
);
return (gl.getError() === 0);
};
WebGLRenderer.prototype.renderProgress = function(progress) {
var gl = this.gl;
gl.useProgram(this.loadingProgram);
var loc = gl.getUniformLocation(this.loadingProgram, 'progress');
gl.uniform1f(loc, progress);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
WebGLRenderer.prototype.render = function(y, cb, cr, isClampedArray) {
if (!this.enabled) {
return;
}
var gl = this.gl;
var w = ((this.width + 15) >> 4) << 4,
h = this.height,
w2 = w >> 1,
h2 = h >> 1;
// In some browsers WebGL doesn't like Uint8ClampedArrays (this is a bug
// and should be fixed soon-ish), so we have to create a Uint8Array view
// for each plane.
if (isClampedArray && this.shouldCreateUnclampedViews) {
y = new Uint8Array(y.buffer),
cb = new Uint8Array(cb.buffer),
cr = new Uint8Array(cr.buffer);
}
gl.useProgram(this.program);
this.updateTexture(gl.TEXTURE0, this.textureY, w, h, y);
this.updateTexture(gl.TEXTURE1, this.textureCb, w2, h2, cb);
this.updateTexture(gl.TEXTURE2, this.textureCr, w2, h2, cr);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
WebGLRenderer.prototype.updateTexture = function(unit, texture, w, h, data) {
var gl = this.gl;
gl.activeTexture(unit);
gl.bindTexture(gl.TEXTURE_2D, texture);
if (this.hasTextureData[unit]) {
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, w, h, gl.LUMINANCE, gl.UNSIGNED_BYTE, data);
}
else {
this.hasTextureData[unit] = true;
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.LUMINANCE, w, h, 0,
gl.LUMINANCE, gl.UNSIGNED_BYTE, data
);
}
}
WebGLRenderer.IsSupported = function() {
try {
if (!window.WebGLRenderingContext) {
return false;
}
var canvas = document.createElement('canvas');
return !!(
canvas.getContext('webgl') ||
canvas.getContext('experimental-webgl')
);
}
catch (err) {
return false;
}
};
WebGLRenderer.SHADER = {
FRAGMENT_YCRCB_TO_RGBA: [
'precision mediump float;',
'uniform sampler2D textureY;',
'uniform sampler2D textureCb;',
'uniform sampler2D textureCr;',
'varying vec2 texCoord;',
'mat4 rec601 = mat4(',
'1.16438, 0.00000, 1.59603, -0.87079,',
'1.16438, -0.39176, -0.81297, 0.52959,',
'1.16438, 2.01723, 0.00000, -1.08139,',
'0, 0, 0, 1',
');',
'void main() {',
'float y = texture2D(textureY, texCoord).r;',
'float cb = texture2D(textureCb, texCoord).r;',
'float cr = texture2D(textureCr, texCoord).r;',
'gl_FragColor = vec4(y, cr, cb, 1.0) * rec601;',
'}'
].join('\n'),
FRAGMENT_LOADING: [
'precision mediump float;',
'uniform float progress;',
'varying vec2 texCoord;',
'void main() {',
'float c = ceil(progress-(1.0-texCoord.y));',
'gl_FragColor = vec4(c,c,c,1);',
'}'
].join('\n'),
VERTEX_IDENTITY: [
'attribute vec2 vertex;',
'varying vec2 texCoord;',
'void main() {',
'texCoord = vertex;',
'gl_Position = vec4((vertex * 2.0 - 1.0) * vec2(1, -1), 0.0, 1.0);',
'}'
].join('\n')
};
return WebGLRenderer;
})();