ref: ffe52bff37ac96bb33d5a544223e820f3e9876c9
dir: /js/canvas.js/
/* * 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.RGB); // 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.RGB); }, 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.RGB, 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 () { 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.RGB); }, 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; })();