shithub: h264bsd

ref: bb4b01a1f96ee6576fb0ccc8237cf635e89a01ec
dir: /test/h264bsd.html/

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<!doctype html>
  <head>
    <meta charset="utf-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <title>h.264bsd test</title>
</head>
<body>
    <input type="file" id="file" name="file" /><br/>

    <!--This is where we will display decoded frames-->
    <canvas id="canvas" width="640" height="480" style="border:solid;"></canvas>

    <script src="../js/h264bsd_asm.js"></script>
    <script src="../js/sylvester.js"></script>
    <script src="../js/glUtils.js"></script>
    <script src="../js/util.js"></script>
    <script src="../js/canvas.js"></script>    
    <script src="../js/h264bsd.js"></script>
       
    <!--<script src="../js/dist/h264bsd.min.js"></script>--> 

    <script type="text/javascript">        	
    	var canvas = document.getElementById('canvas');    	    	
    	
    	//Create / init the decoder
    	var d = new H264Decoder(Module, canvas, false);

    	//The element we passed into the H264Decoder constructor (canvas), will emit 'pictureReady' events
    	canvas.addEventListener("pictureReady", function(e){
			if (e.detail.picture == null){
				return;
			}			

			var bytes = e.detail.picture;			
			var width = e.detail.width;
			var height = e.detail.height;

			//The picture will be encoded as YUV or RGB depending on 1) the 3rd param of the H264Decoder constructor,
			//2) Support for the WebGL canvas in the browser.
			if (e.detail.encoding === 'YUV'){
				var wgc = new YUVWebGLCanvas(canvas, new Size(width, height));
				var lumaSize = width * height;
				var chromaSize = lumaSize >> 2;

			    wgc.YTexture.fill(bytes.subarray(0, lumaSize), true);
			    wgc.UTexture.fill(bytes.subarray(lumaSize, lumaSize + chromaSize), true);
			    wgc.VTexture.fill(bytes.subarray(lumaSize + chromaSize, lumaSize + 2 * chromaSize), true);
			    wgc.drawScene();

			} else if (e.detail.encoding === 'RGB'){
				var buf = document.createElement('canvas');
				var bufCtx = buf.getContext('2d');
				var imageData = bufCtx.createImageData(width, height);
				var out = imageData.data;
				
				for (var i = 0; i < bytes.length; i++){
					out[i] = bytes[i];
				}
				console.log(out);

				canvas.height = height;				
				canvas.width = width;

				canvas.style.height = height;
				canvas.style.width = width;

				var oc = canvas.getContext('2d');
				oc.putImageData(imageData, 0,0);
			}

    	});

		//Use the FileReader to get the bytes into the decoder
		function handleFileSelect(evt) {
		    var f = evt.target.files[0]; // FileList object
			
			var reader = new FileReader();

			// Closure to capture the file information.
			reader.onload = function(e) {
				var buf = e.target.result;							
				d.decode(buf);			
			};

			// Read in the image file as a data URL.
			reader.readAsArrayBuffer(f);
		}		  

 		document.getElementById('file').addEventListener('change', handleFileSelect, false);
    </script>
</body>
</html>