shithub: h264bsd

Download patch

ref: af1bec840492f50128b60546b3cf06bc202214a2
parent: 93218e30ee1318532ff85a6111c97aa231cd0a0c
author: Sam Leitch <sam@luceva.net>
date: Tue Feb 18 17:25:10 EST 2014

Started simplifying the YUVCanvas. Still not complete

--- /dev/null
+++ b/js/yuvCanvas.js
@@ -1,0 +1,236 @@
+//
+//  Copyright (c) 2014 Sam Leitch. All rights reserved.
+//
+//  Permission is hereby granted, free of charge, to any person obtaining a copy
+//  of this software and associated documentation files (the "Software"), to
+//  deal in the Software without restriction, including without limitation the
+//  rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+//  sell copies of the Software, and to permit persons to whom the Software is
+//  furnished to do so, subject to the following conditions:
+//
+//  The above copyright notice and this permission notice shall be included in
+//  all copies or substantial portions of the Software.
+//
+//  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+//  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+//  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+//  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+//  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+//  FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+//  IN THE SOFTWARE.
+//
+// TODO: Incorporate cropping information
+
+/**
+ * This class grabs content from a video element and feeds it to a canvas element.
+ * The content is modified using a custom WebGL shader program.
+ */
+function YUVCanvas(canvas) {
+    this.canvasElement = canvas;
+    this.initGlContext();
+    
+    if(this.glContext) {
+        this.initProgram();
+        this.initBuffers();
+        this.initTextures();
+    } else {
+        // TODO: Fill in the non-WebGL initialization here.
+    }
+}
+
+/**
+ * Create the GL context from the canvas element
+ */
+YUVCanvas.prototype.initGlContext = function() {
+    var canvas = this.canvasElement;
+    var gl = null;
+
+    var validContextNames = ["webgl", "experimental-webgl", "moz-webgl", "webkit-3d"];
+    var i = 0;
+
+    while(!gl && nameIndex < validNames.length) {
+        var contextName = validContextNames[i];
+        
+        try {
+            gl = canvas.getContext(contextName);
+        } catch (e) {
+            gl = null;
+        }
+
+        if(!gl || typeof gl.getParameter !== "function") {
+            gl = null;
+        }    
+
+        ++i;
+    }
+ 
+    this.glContext = gl;
+}
+
+/**
+ * Initialize GL shader program
+ */
+YUVCanvas.prototype.initProgram = function() {
+    var gl = this.glContext;
+
+    var vertexShaderScript = [
+        'attribute vec4 vertexPos;',
+        'attribute vec4 texturePos;',
+        'varying vec2 textureCoord;',
+
+        'void main()',
+        '{',
+            'gl_Position = vertexPos;',
+            'textureCoord = texturePos.xy;',
+        '}'
+        ].join('\n');
+
+    var fragmentShaderScript = [
+        'precision highp float;',
+        'varying highp vec2 textureCoord;',
+        'uniform sampler2D ySampler;',
+        'uniform sampler2D uSampler;',
+        'uniform sampler2D vSampler;',
+        '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) {',
+            'highp float y = texture2D(ySampler,  textureCoord).r;'
+            'highp float u = texture2D(uSampler,  textureCoord).r;'
+            'highp float v = texture2D(vSampler,  textureCoord).r;'
+            'gl_FragColor = vec4(y, u, v, 1) * YUV2RGB;',
+        '}'
+        ].join('\n');
+
+    var vertexShader = gl.createShader(gl.VERTEX_SHADER);
+    gl.shaderSource(vertexShader, vertexShaderScript);
+    gl.compileShader(vertexShader);
+    if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
+        console.log('Vertex shader failed to compile: ' + gl.getShaderInfoLog(vertexShader));
+    }
+
+    var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
+    gl.shaderSource(fragmentShader, fragmentShaderScript);
+    gl.compileShader(fragmentShader);
+    if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
+        console.log('Fragment shader failed to compile: ' + gl.getShaderInfoLog(fragmentShader));
+    }
+
+    var program = gl.createProgram();
+    gl.attachShader(program, vertexShader);
+    gl.attachShader(program, fragmentShader);
+    gl.linkProgram(program);
+    if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {
+        console.log('Program failed to compile: ' + gl.getProgramInfoLog(program));
+    }
+
+    gl.useProgram(program);
+    
+    this.shaderProgram = program;
+}
+
+/**
+ * Initialize vertex buffers and attach to shader program
+ */
+YUVCanvas.prototype.initBuffers = function() {
+    var gl = this.glContext;
+    var program = this.shaderProgram;
+
+    var vertexPosBuffer = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
+    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]), gl.STATIC_DRAW);
+
+    var vertexPosRef = gl.getAttribLocation(program, 'vertexPos');
+    gl.enableVertexAttribArray(vertexPosRef);
+    gl.vertexAttribPointer(vertexPosRef, 2, gl.FLOAT, false, 0, 0);
+
+    var texturePosBuffer = gl.createBuffer();
+    gl.bindBuffer(gl.ARRAY_BUFFER, texturePosBuffer);
+    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 0, 0, 0, 1, 1, 0, 1]), gl.STATIC_DRAW);
+
+    var texturePosRef = gl.getAttribLocation(program, 'texturePos');
+    gl.enableVertexAttribArray(texturePosRef);
+    gl.vertexAttribPointer(texturePosRef, 2, gl.FLOAT, false, 0, 0);
+}
+
+/**
+ * Initialize GL textures and attach to shader program
+ */
+YUVCanvas.prototype.initTextures = function() {
+    var gl = this.glContext;
+    var program = this.shaderProgram;
+
+    var yTextureRef = this.initTexture();
+    var ySamplerRef = gl.getUniformLocation(program, 'ySampler');
+    gl.uniform1i(ySamplerRef, 0);
+    this.yTextureRef = yTextureRef;
+
+    var uTextureRef = this.initTexture();
+    var uSamplerRef = gl.getUniformLocation(program, 'uSampler');
+    gl.uniform1i(uSamplerRef, 1);
+    this.uTextureRef = uTextureRef;
+
+    var vTextureRef = this.initTexture();
+    var vSamplerRef = gl.getUniformLocation(program, 'vSampler');
+    gl.uniform1i(vSamplerRef, 2);
+    this.vTextureRef = vTextureRef;
+}
+
+/**
+ * Create and configure a single texture
+ */
+YUVCanvas.prototype.initTexture = function() {
+    var textureRef = gl.createTexture();
+    gl.bindTexture(gl.TEXTURE_2D, textureRef);
+    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.bindTexture(gl.TEXTURE_2D, null);
+
+    return textureRef;
+}
+
+/**
+ * Draw yuvData in the best way possible
+ */
+YUVCanvas.prototype.draw = function(yuvData, size) {
+    var gl = this.glContext;
+
+    if(gl) {
+        this.drawGl(yuvData, size);
+    } else {
+        // TODO: Create a non-WebGL YUV conversion.
+    }
+}
+
+/**
+ * Setup GL viewport and draw the yuvData
+ */
+YUVCanvas.prototype.drawGL = function(yuvData, size) {
+    var gl = this.glContext;
+    var yTextureRef = this.yTextureRef;
+    var uTextureRef = this.uTextureRef;
+    var vTextureRef = this.vTextureRef;
+
+    gl.viewport(0, 0, size.w, size.h);
+
+    gl.activeTexture(gl.TEXTURE0);
+    gl.bindTexture(gl.TEXTURE_2D, yTextureRef);
+    gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, size.w, size.h, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, yuvData);
+
+    gl.activeTexture(gl.TEXTURE1);
+    gl.bindTexture(gl.TEXTURE_2D, uTextureRef);
+    gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, size.w/2, size.h/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, yuvData);
+
+    gl.activeTexture(gl.TEXTURE2);
+    gl.bindTexture(gl.TEXTURE_2D, vTextureRef);
+    gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, size.w/2, size.h/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, yuvData);
+
+    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); 
+}