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149 lines
5.5 KiB
149 lines
5.5 KiB
2 years ago
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function Texture(gl) {
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this.gl = gl;
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this.texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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}
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Texture.prototype.bind = function (n, program, name) {
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var gl = this.gl;
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gl.activeTexture([gl.TEXTURE0, gl.TEXTURE1, gl.TEXTURE2][n]);
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.uniform1i(gl.getUniformLocation(program, name), n);
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};
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Texture.prototype.fill = function (width, height, data) {
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var gl = this.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, data);
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};
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function WebGLPlayer(canvas, options) {
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this.canvas = canvas;
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this.gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
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this.initGL(options);
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}
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WebGLPlayer.prototype.initGL = function (options) {
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if (!this.gl) {
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console.log("[ER] WebGL not supported.");
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return;
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}
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var gl = this.gl;
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gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
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var program = gl.createProgram();
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var vertexShaderSource = [
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"attribute highp vec4 aVertexPosition;",
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"attribute vec2 aTextureCoord;",
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"varying highp vec2 vTextureCoord;",
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"void main(void) {",
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" gl_Position = aVertexPosition;",
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" vTextureCoord = aTextureCoord;",
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"}"
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].join("\n");
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var vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader, vertexShaderSource);
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gl.compileShader(vertexShader);
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var fragmentShaderSource = [
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"precision highp float;",
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"varying lowp vec2 vTextureCoord;",
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"uniform sampler2D YTexture;",
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"uniform sampler2D UTexture;",
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"uniform sampler2D VTexture;",
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"const mat4 YUV2RGB = mat4",
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"(",
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" 1.1643828125, 0, 1.59602734375, -.87078515625,",
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" 1.1643828125, -.39176171875, -.81296875, .52959375,",
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" 1.1643828125, 2.017234375, 0, -1.081390625,",
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" 0, 0, 0, 1",
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");",
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"void main(void) {",
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" gl_FragColor = vec4( texture2D(YTexture, vTextureCoord).x, texture2D(UTexture, vTextureCoord).x, texture2D(VTexture, vTextureCoord).x, 1) * YUV2RGB;",
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"}"
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].join("\n");
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, fragmentShaderSource);
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gl.compileShader(fragmentShader);
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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gl.useProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.log("[ER] Shader link failed.");
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}
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var vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition");
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gl.enableVertexAttribArray(vertexPositionAttribute);
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var textureCoordAttribute = gl.getAttribLocation(program, "aTextureCoord");
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gl.enableVertexAttribArray(textureCoordAttribute);
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var verticesBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
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var texCoordBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0]), gl.STATIC_DRAW);
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gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
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gl.y = new Texture(gl);
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gl.u = new Texture(gl);
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gl.v = new Texture(gl);
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gl.y.bind(0, program, "YTexture");
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gl.u.bind(1, program, "UTexture");
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gl.v.bind(2, program, "VTexture");
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}
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WebGLPlayer.prototype.renderFrame = function (videoFrame, width, height, uOffset, vOffset) {
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if (!this.gl) {
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console.log("[ER] Render frame failed due to WebGL not supported.");
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return;
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}
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var gl = this.gl;
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.y.fill(width, height, videoFrame.subarray(0, uOffset));
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gl.u.fill(width >> 1, height >> 1, videoFrame.subarray(uOffset, uOffset + vOffset));
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gl.v.fill(width >> 1, height >> 1, videoFrame.subarray(uOffset + vOffset, videoFrame.length));
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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};
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WebGLPlayer.prototype.fullscreen = function () {
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var canvas = this.canvas;
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if (canvas.RequestFullScreen) {
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canvas.RequestFullScreen();
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} else if (canvas.webkitRequestFullScreen) {
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canvas.webkitRequestFullScreen();
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} else if (canvas.mozRequestFullScreen) {
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canvas.mozRequestFullScreen();
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} else if (canvas.msRequestFullscreen) {
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canvas.msRequestFullscreen();
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} else {
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alert("This browser doesn't supporter fullscreen");
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}
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};
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WebGLPlayer.prototype.exitfullscreen = function (){
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if (document.exitFullscreen) {
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document.exitFullscreen();
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} else if (document.webkitExitFullscreen) {
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document.webkitExitFullscreen();
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} else if (document.mozCancelFullScreen) {
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document.mozCancelFullScreen();
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} else if (document.msExitFullscreen) {
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document.msExitFullscreen();
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} else {
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alert("Exit fullscreen doesn't work");
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}
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}
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