553 linhas
18 KiB
JavaScript
553 linhas
18 KiB
JavaScript
/*
|
|
* This file wraps several WebGL constructs and provides a simple, single texture based WebGLCanvas as well as a
|
|
* specialized YUVWebGLCanvas that can handle YUV->RGB conversion.
|
|
*/
|
|
|
|
/**
|
|
* Represents a WebGL shader script.
|
|
*/
|
|
var Script = (function script() {
|
|
function constructor() {}
|
|
|
|
constructor.createFromElementId = function(id) {
|
|
var script = document.getElementById(id);
|
|
|
|
// Didn't find an element with the specified ID, abort.
|
|
assert(script , "Could not find shader with ID: " + id);
|
|
|
|
// Walk through the source element's children, building the shader source string.
|
|
var source = "";
|
|
var currentChild = script .firstChild;
|
|
while(currentChild) {
|
|
if (currentChild.nodeType == 3) {
|
|
source += currentChild.textContent;
|
|
}
|
|
currentChild = currentChild.nextSibling;
|
|
}
|
|
|
|
var res = new constructor();
|
|
res.type = script.type;
|
|
res.source = source;
|
|
return res;
|
|
};
|
|
|
|
constructor.createFromSource = function(type, source) {
|
|
var res = new constructor();
|
|
res.type = type;
|
|
res.source = source;
|
|
return res;
|
|
}
|
|
return constructor;
|
|
})();
|
|
|
|
/**
|
|
* Represents a WebGL shader object and provides a mechanism to load shaders from HTML
|
|
* script tags.
|
|
*/
|
|
var Shader = (function shader() {
|
|
function constructor(gl, script) {
|
|
|
|
// Now figure out what type of shader script we have, based on its MIME type.
|
|
if (script.type == "x-shader/x-fragment") {
|
|
this.shader = gl.createShader(gl.FRAGMENT_SHADER);
|
|
} else if (script.type == "x-shader/x-vertex") {
|
|
this.shader = gl.createShader(gl.VERTEX_SHADER);
|
|
} else {
|
|
error("Unknown shader type: " + script.type);
|
|
return;
|
|
}
|
|
|
|
// Send the source to the shader object.
|
|
gl.shaderSource(this.shader, script.source);
|
|
|
|
// Compile the shader program.
|
|
gl.compileShader(this.shader);
|
|
|
|
// See if it compiled successfully.
|
|
if (!gl.getShaderParameter(this.shader, gl.COMPILE_STATUS)) {
|
|
error("An error occurred compiling the shaders: " + gl.getShaderInfoLog(this.shader));
|
|
return;
|
|
}
|
|
}
|
|
return constructor;
|
|
})();
|
|
|
|
var Program = (function () {
|
|
function constructor(gl) {
|
|
this.gl = gl;
|
|
this.program = this.gl.createProgram();
|
|
}
|
|
constructor.prototype = {
|
|
attach: function (shader) {
|
|
this.gl.attachShader(this.program, shader.shader);
|
|
},
|
|
link: function () {
|
|
this.gl.linkProgram(this.program);
|
|
// If creating the shader program failed, alert.
|
|
assert(this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS),
|
|
"Unable to initialize the shader program.");
|
|
},
|
|
use: function () {
|
|
this.gl.useProgram(this.program);
|
|
},
|
|
getAttributeLocation: function(name) {
|
|
return this.gl.getAttribLocation(this.program, name);
|
|
},
|
|
setMatrixUniform: function(name, array) {
|
|
var uniform = this.gl.getUniformLocation(this.program, name);
|
|
this.gl.uniformMatrix4fv(uniform, false, array);
|
|
}
|
|
};
|
|
return constructor;
|
|
})();
|
|
|
|
/**
|
|
* Represents a WebGL texture object.
|
|
*/
|
|
var Texture = (function texture() {
|
|
function constructor(gl, size, format) {
|
|
this.gl = gl;
|
|
this.size = size;
|
|
this.texture = gl.createTexture();
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
this.format = format ? format : gl.LUMINANCE;
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, this.format, size.w, size.h, 0, this.format, gl.UNSIGNED_BYTE, null);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
|
|
}
|
|
var textureIDs = null;
|
|
constructor.prototype = {
|
|
fill: function(textureData, useTexSubImage2D) {
|
|
var gl = this.gl;
|
|
assert(textureData.length >= this.size.w * this.size.h,
|
|
"Texture size mismatch, data:" + textureData.length + ", texture: " + this.size.w * this.size.h);
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
if (useTexSubImage2D) {
|
|
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.size.w , this.size.h, this.format, gl.UNSIGNED_BYTE, textureData);
|
|
} else {
|
|
// texImage2D seems to be faster, thus keeping it as the default
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.size.w, this.size.h, 0, this.format, gl.UNSIGNED_BYTE, textureData);
|
|
}
|
|
},
|
|
bind: function(n, program, name) {
|
|
var gl = this.gl;
|
|
if (!textureIDs) {
|
|
textureIDs = [gl.TEXTURE0, gl.TEXTURE1, gl.TEXTURE2];
|
|
}
|
|
gl.activeTexture(textureIDs[n]);
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture);
|
|
gl.uniform1i(gl.getUniformLocation(program.program, name), n);
|
|
}
|
|
};
|
|
return constructor;
|
|
})();
|
|
|
|
/**
|
|
* Generic WebGL backed canvas that sets up: a quad to paint a texture on, appropriate vertex/fragment shaders,
|
|
* scene parameters and other things. Specialized versions of this class can be created by overriding several
|
|
* initialization methods.
|
|
*
|
|
* <code>
|
|
* var canvas = new WebGLCanvas(document.getElementById('canvas'), new Size(512, 512);
|
|
* canvas.texture.fill(data);
|
|
* canvas.drawScene();
|
|
* </code>
|
|
*/
|
|
var WebGLCanvas = (function () {
|
|
|
|
var vertexShaderScript = Script.createFromSource("x-shader/x-vertex", text([
|
|
"attribute vec3 aVertexPosition;",
|
|
"attribute vec2 aTextureCoord;",
|
|
"uniform mat4 uMVMatrix;",
|
|
"uniform mat4 uPMatrix;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"void main(void) {",
|
|
" gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);",
|
|
" vTextureCoord = aTextureCoord;",
|
|
"}"
|
|
]));
|
|
|
|
var fragmentShaderScript = Script.createFromSource("x-shader/x-fragment", text([
|
|
"precision highp float;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"uniform sampler2D texture;",
|
|
"void main(void) {",
|
|
" gl_FragColor = texture2D(texture, vTextureCoord);",
|
|
"}"
|
|
]));
|
|
|
|
function constructor(canvas, size, useFrameBuffer) {
|
|
this.canvas = canvas;
|
|
this.size = size;
|
|
this.canvas.width = size.w;
|
|
this.canvas.height = size.h;
|
|
|
|
this.onInitWebGL();
|
|
this.onInitShaders();
|
|
initBuffers.call(this);
|
|
if (useFrameBuffer) {
|
|
initFramebuffer.call(this);
|
|
}
|
|
this.onInitTextures();
|
|
initScene.call(this);
|
|
}
|
|
|
|
/**
|
|
* Initialize a frame buffer so that we can render off-screen.
|
|
*/
|
|
function initFramebuffer() {
|
|
var gl = this.gl;
|
|
|
|
// Create framebuffer object and texture.
|
|
this.framebuffer = gl.createFramebuffer();
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
|
|
this.framebufferTexture = new Texture(this.gl, this.size, gl.RGBA);
|
|
|
|
// Create and allocate renderbuffer for depth data.
|
|
var renderbuffer = gl.createRenderbuffer();
|
|
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
|
|
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, this.size.w, this.size.h);
|
|
|
|
// Attach texture and renderbuffer to the framebuffer.
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.framebufferTexture.texture, 0);
|
|
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
|
|
}
|
|
|
|
/**
|
|
* Initialize vertex and texture coordinate buffers for a plane.
|
|
*/
|
|
function initBuffers() {
|
|
var tmp;
|
|
var gl = this.gl;
|
|
|
|
// Create vertex position buffer.
|
|
this.quadVPBuffer = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVPBuffer);
|
|
tmp = [
|
|
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.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);
|
|
this.quadVPBuffer.itemSize = 3;
|
|
this.quadVPBuffer.numItems = 4;
|
|
|
|
/*
|
|
+--------------------+
|
|
| -1,1 (1) | 1,1 (0)
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
| -1,-1 (3) | 1,-1 (2)
|
|
+--------------------+
|
|
*/
|
|
|
|
var scaleX = 1.0;
|
|
var scaleY = 1.0;
|
|
|
|
// Create vertex texture coordinate buffer.
|
|
this.quadVTCBuffer = gl.createBuffer();
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVTCBuffer);
|
|
tmp = [
|
|
scaleX, 0.0,
|
|
0.0, 0.0,
|
|
scaleX, scaleY,
|
|
0.0, scaleY,
|
|
];
|
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);
|
|
}
|
|
|
|
function mvIdentity() {
|
|
this.mvMatrix = Matrix.I(4);
|
|
}
|
|
|
|
function mvMultiply(m) {
|
|
this.mvMatrix = this.mvMatrix.x(m);
|
|
}
|
|
|
|
function mvTranslate(m) {
|
|
mvMultiply.call(this, Matrix.Translation($V([m[0], m[1], m[2]])).ensure4x4());
|
|
}
|
|
|
|
function setMatrixUniforms() {
|
|
this.program.setMatrixUniform("uPMatrix", new Float32Array(this.perspectiveMatrix.flatten()));
|
|
this.program.setMatrixUniform("uMVMatrix", new Float32Array(this.mvMatrix.flatten()));
|
|
}
|
|
|
|
function initScene() {
|
|
var gl = this.gl;
|
|
|
|
// Establish the perspective with which we want to view the
|
|
// scene. Our field of view is 45 degrees, with a width/height
|
|
// ratio of 640:480, and we only want to see objects between 0.1 units
|
|
// and 100 units away from the camera.
|
|
|
|
this.perspectiveMatrix = makePerspective(45, 1, 0.1, 100.0);
|
|
|
|
// Set the drawing position to the "identity" point, which is
|
|
// the center of the scene.
|
|
mvIdentity.call(this);
|
|
|
|
// Now move the drawing position a bit to where we want to start
|
|
// drawing the square.
|
|
mvTranslate.call(this, [0.0, 0.0, -2.4]);
|
|
|
|
// Draw the cube by binding the array buffer to the cube's vertices
|
|
// array, setting attributes, and pushing it to GL.
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVPBuffer);
|
|
gl.vertexAttribPointer(this.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
|
|
|
|
// Set the texture coordinates attribute for the vertices.
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVTCBuffer);
|
|
gl.vertexAttribPointer(this.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
this.onInitSceneTextures();
|
|
|
|
setMatrixUniforms.call(this);
|
|
|
|
if (this.framebuffer) {
|
|
console.log("Bound Frame Buffer");
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
|
|
}
|
|
}
|
|
|
|
constructor.prototype = {
|
|
toString: function() {
|
|
return "WebGLCanvas Size: " + this.size;
|
|
},
|
|
checkLastError: function (operation) {
|
|
var err = this.gl.getError();
|
|
if (err != this.gl.NO_ERROR) {
|
|
var name = this.glNames[err];
|
|
name = (name !== undefined) ? name + "(" + err + ")":
|
|
("Unknown WebGL ENUM (0x" + value.toString(16) + ")");
|
|
if (operation) {
|
|
console.log("WebGL Error: %s, %s", operation, name);
|
|
} else {
|
|
console.log("WebGL Error: %s", name);
|
|
}
|
|
console.trace();
|
|
}
|
|
},
|
|
onInitWebGL: function () {
|
|
try {
|
|
this.gl = this.canvas.getContext("experimental-webgl");
|
|
} catch(e) {}
|
|
|
|
if (!this.gl) {
|
|
error("Unable to initialize WebGL. Your browser may not support it.");
|
|
}
|
|
if (this.glNames) {
|
|
return;
|
|
}
|
|
this.glNames = {};
|
|
for (var propertyName in this.gl) {
|
|
if (typeof this.gl[propertyName] == 'number') {
|
|
this.glNames[this.gl[propertyName]] = propertyName;
|
|
}
|
|
}
|
|
},
|
|
onInitShaders: function() {
|
|
this.program = new Program(this.gl);
|
|
this.program.attach(new Shader(this.gl, vertexShaderScript));
|
|
this.program.attach(new Shader(this.gl, fragmentShaderScript));
|
|
this.program.link();
|
|
this.program.use();
|
|
this.vertexPositionAttribute = this.program.getAttributeLocation("aVertexPosition");
|
|
this.gl.enableVertexAttribArray(this.vertexPositionAttribute);
|
|
this.textureCoordAttribute = this.program.getAttributeLocation("aTextureCoord");;
|
|
this.gl.enableVertexAttribArray(this.textureCoordAttribute);
|
|
},
|
|
onInitTextures: function () {
|
|
var gl = this.gl;
|
|
this.texture = new Texture(gl, this.size, gl.RGBA);
|
|
},
|
|
onInitSceneTextures: function () {
|
|
this.texture.bind(0, this.program, "texture");
|
|
},
|
|
drawScene: function() {
|
|
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
|
|
},
|
|
readPixels: function(buffer) {
|
|
var gl = this.gl;
|
|
gl.readPixels(0, 0, this.size.w, this.size.h, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
|
|
}
|
|
};
|
|
return constructor;
|
|
})();
|
|
|
|
var YUVWebGLCanvas = (function () {
|
|
var vertexShaderScript = Script.createFromSource("x-shader/x-vertex", text([
|
|
"attribute vec3 aVertexPosition;",
|
|
"attribute vec2 aTextureCoord;",
|
|
"uniform mat4 uMVMatrix;",
|
|
"uniform mat4 uPMatrix;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"void main(void) {",
|
|
" gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);",
|
|
" vTextureCoord = aTextureCoord;",
|
|
"}"
|
|
]));
|
|
|
|
var fragmentShaderScriptOld = Script.createFromSource("x-shader/x-fragment", text([
|
|
"precision highp float;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"uniform sampler2D YTexture;",
|
|
"uniform sampler2D UTexture;",
|
|
"uniform sampler2D VTexture;",
|
|
|
|
"void main(void) {",
|
|
" vec3 YUV = vec3",
|
|
" (",
|
|
" texture2D(YTexture, vTextureCoord).x * 1.1643828125, // premultiply Y",
|
|
" texture2D(UTexture, vTextureCoord).x,",
|
|
" texture2D(VTexture, vTextureCoord).x",
|
|
" );",
|
|
" gl_FragColor = vec4",
|
|
" (",
|
|
" YUV.x + 1.59602734375 * YUV.z - 0.87078515625,",
|
|
" YUV.x - 0.39176171875 * YUV.y - 0.81296875 * YUV.z + 0.52959375,",
|
|
" YUV.x + 2.017234375 * YUV.y - 1.081390625,",
|
|
" 1",
|
|
" );",
|
|
"}"
|
|
]));
|
|
|
|
var fragmentShaderScriptSimple = Script.createFromSource("x-shader/x-fragment", text([
|
|
"precision highp float;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"uniform sampler2D YTexture;",
|
|
"uniform sampler2D UTexture;",
|
|
"uniform sampler2D VTexture;",
|
|
|
|
"void main(void) {",
|
|
" gl_FragColor = texture2D(YTexture, vTextureCoord);",
|
|
"}"
|
|
]));
|
|
|
|
var fragmentShaderScript = Script.createFromSource("x-shader/x-fragment", text([
|
|
"precision highp float;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"uniform sampler2D YTexture;",
|
|
"uniform sampler2D UTexture;",
|
|
"uniform sampler2D VTexture;",
|
|
"const mat4 YUV2RGB = mat4",
|
|
"(",
|
|
" 1.1643828125, 0, 1.59602734375, -.87078515625,",
|
|
" 1.1643828125, -.39176171875, -.81296875, .52959375,",
|
|
" 1.1643828125, 2.017234375, 0, -1.081390625,",
|
|
" 0, 0, 0, 1",
|
|
");",
|
|
|
|
"void main(void) {",
|
|
" gl_FragColor = vec4( texture2D(YTexture, vTextureCoord).x, texture2D(UTexture, vTextureCoord).x, texture2D(VTexture, vTextureCoord).x, 1) * YUV2RGB;",
|
|
"}"
|
|
]));
|
|
|
|
|
|
function constructor(canvas, size) {
|
|
WebGLCanvas.call(this, canvas, size);
|
|
}
|
|
|
|
constructor.prototype = inherit(WebGLCanvas, {
|
|
onInitShaders: function() {
|
|
this.program = new Program(this.gl);
|
|
this.program.attach(new Shader(this.gl, vertexShaderScript));
|
|
this.program.attach(new Shader(this.gl, fragmentShaderScript));
|
|
this.program.link();
|
|
this.program.use();
|
|
this.vertexPositionAttribute = this.program.getAttributeLocation("aVertexPosition");
|
|
this.gl.enableVertexAttribArray(this.vertexPositionAttribute);
|
|
this.textureCoordAttribute = this.program.getAttributeLocation("aTextureCoord");;
|
|
this.gl.enableVertexAttribArray(this.textureCoordAttribute);
|
|
},
|
|
onInitTextures: function () {
|
|
console.log("creatingTextures: size: " + this.size);
|
|
this.YTexture = new Texture(this.gl, this.size);
|
|
this.UTexture = new Texture(this.gl, this.size.getHalfSize());
|
|
this.VTexture = new Texture(this.gl, this.size.getHalfSize());
|
|
},
|
|
onInitSceneTextures: function () {
|
|
this.YTexture.bind(0, this.program, "YTexture");
|
|
this.UTexture.bind(1, this.program, "UTexture");
|
|
this.VTexture.bind(2, this.program, "VTexture");
|
|
},
|
|
fillYUVTextures: function(y, u, v) {
|
|
this.YTexture.fill(y);
|
|
this.UTexture.fill(u);
|
|
this.VTexture.fill(v);
|
|
},
|
|
toString: function() {
|
|
return "YUVCanvas Size: " + this.size;
|
|
}
|
|
});
|
|
|
|
return constructor;
|
|
})();
|
|
|
|
|
|
var FilterWebGLCanvas = (function () {
|
|
var vertexShaderScript = Script.createFromSource("x-shader/x-vertex", text([
|
|
"attribute vec3 aVertexPosition;",
|
|
"attribute vec2 aTextureCoord;",
|
|
"uniform mat4 uMVMatrix;",
|
|
"uniform mat4 uPMatrix;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"void main(void) {",
|
|
" gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);",
|
|
" vTextureCoord = aTextureCoord;",
|
|
"}"
|
|
]));
|
|
|
|
var fragmentShaderScript = Script.createFromSource("x-shader/x-fragment", text([
|
|
"precision highp float;",
|
|
"varying highp vec2 vTextureCoord;",
|
|
"uniform sampler2D FTexture;",
|
|
|
|
"void main(void) {",
|
|
" gl_FragColor = texture2D(FTexture, vTextureCoord);",
|
|
"}"
|
|
]));
|
|
|
|
|
|
function constructor(canvas, size, useFrameBuffer) {
|
|
WebGLCanvas.call(this, canvas, size, useFrameBuffer);
|
|
}
|
|
|
|
constructor.prototype = inherit(WebGLCanvas, {
|
|
onInitShaders: function() {
|
|
this.program = new Program(this.gl);
|
|
this.program.attach(new Shader(this.gl, vertexShaderScript));
|
|
this.program.attach(new Shader(this.gl, fragmentShaderScript));
|
|
this.program.link();
|
|
this.program.use();
|
|
this.vertexPositionAttribute = this.program.getAttributeLocation("aVertexPosition");
|
|
this.gl.enableVertexAttribArray(this.vertexPositionAttribute);
|
|
this.textureCoordAttribute = this.program.getAttributeLocation("aTextureCoord");
|
|
this.gl.enableVertexAttribArray(this.textureCoordAttribute);
|
|
},
|
|
onInitTextures: function () {
|
|
console.log("creatingTextures: size: " + this.size);
|
|
this.FTexture = new Texture(this.gl, this.size, this.gl.RGBA);
|
|
},
|
|
onInitSceneTextures: function () {
|
|
this.FTexture.bind(0, this.program, "FTexture");
|
|
},
|
|
process: function(buffer, output) {
|
|
this.FTexture.fill(buffer);
|
|
this.drawScene();
|
|
this.readPixels(output);
|
|
},
|
|
toString: function() {
|
|
return "FilterWebGLCanvas Size: " + this.size;
|
|
}
|
|
});
|
|
|
|
return constructor;
|
|
})();
|