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398 lines
13 KiB
398 lines
13 KiB
"use strict"; |
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//顶点着色器 |
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//attribute修饰符用于声明由浏览器(javascript)传输给顶点着色器的变量值; |
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// vertexPos即我们定义的顶点坐标; |
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// gl_Position是一个内建的传出变量。 |
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var vertexYUVShader = [ |
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'attribute vec4 vertexPos;', |
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'attribute vec2 texturePos;', |
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'varying vec2 textureCoord;', |
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|
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'void main()', |
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'{', |
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'gl_Position = vertexPos;', |
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'textureCoord = texturePos;', |
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'}' |
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].join('\n'); |
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//像素着色器(yuv->rgb) |
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var fragmentYUVShader = [ |
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'precision highp float;', |
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'varying highp vec2 textureCoord;', |
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'uniform sampler2D ySampler;', |
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'uniform sampler2D uSampler;', |
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'uniform sampler2D vSampler;', |
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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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'highp float y = texture2D(ySampler, textureCoord).r;', |
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'highp float u = texture2D(uSampler, textureCoord).r;', |
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'highp float v = texture2D(vSampler, textureCoord).r;', |
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'gl_FragColor = vec4(y, u, v, 1) * YUV2RGB;', |
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'}' |
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].join('\n'); |
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(function (root, factory) { |
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root.SuperRender = factory(); |
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}(this, function () { |
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function RenderManager(canvas) { |
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this.canvasElement = document.getElementById(canvas); |
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this.initContextGL(); |
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if(this.contextGL) { |
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this.YUVProgram = this.initProgram(vertexYUVShader, fragmentYUVShader); |
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this.initBuffers(); |
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this.initTextures(); |
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} |
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}; |
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/** |
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* 初始化WebGL上下文 |
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*/ |
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RenderManager.prototype.initContextGL = function() { |
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var canvas = this.canvasElement; |
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var gl = null; |
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try { |
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gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); |
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} catch (e) { |
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gl = null; |
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} |
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if(!gl || typeof gl.getParameter !== "function") { |
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gl = null; |
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} |
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this.contextGL = gl; |
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console.log("WebGL1.0"); |
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}; |
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/** |
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* 初始化着色器程序 |
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* @param vertexShaderScript 顶点着色器脚本 |
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* @param fragmentShaderScript 片段着色器脚本 |
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*/ |
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RenderManager.prototype.initProgram = function(vertexShaderScript, fragmentShaderScript) { |
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var gl = this.contextGL; |
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var vertexShader = gl.createShader(gl.VERTEX_SHADER); //创建定点着色器 |
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gl.shaderSource(vertexShader, vertexShaderScript); |
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gl.compileShader(vertexShader); |
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if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { |
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console.log('Vertex shader failed to compile: ' + gl.getShaderInfoLog(vertexShader)); |
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} |
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); |
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gl.shaderSource(fragmentShader, fragmentShaderScript); |
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gl.compileShader(fragmentShader); |
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if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { |
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console.log('Fragment shader failed to compile: ' + gl.getShaderInfoLog(fragmentShader)); |
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} |
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var program = gl.createProgram(); |
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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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if(!gl.getProgramParameter(program, gl.LINK_STATUS)) { |
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console.log('Program failed to compile: ' + gl.getProgramInfoLog(program)); |
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} |
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gl.deleteShader(vertexShader); |
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gl.deleteShader(fragmentShader); |
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return program; |
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}; |
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/** |
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* 初始化数据缓存 |
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*/ |
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RenderManager.prototype.initBuffers = function() { |
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var gl = this.contextGL; |
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var vertexPosBuffer = gl.createBuffer(); |
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer); |
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]), gl.STATIC_DRAW); |
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gl.bindBuffer(gl.ARRAY_BUFFER, null); |
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var texturePosBuffer = gl.createBuffer(); |
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gl.bindBuffer(gl.ARRAY_BUFFER, texturePosBuffer); |
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 0, 0, 0, 1, 1, 0, 1]), gl.DYNAMIC_DRAW); |
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gl.bindBuffer(gl.ARRAY_BUFFER, null); |
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this.vertexPosBuffer = vertexPosBuffer; |
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this.texturePosBuffer = texturePosBuffer; |
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}; |
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/** |
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* 创建纹理 |
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*/ |
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RenderManager.prototype.initTexture = function() { |
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var gl = this.contextGL; |
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var textureRef = gl.createTexture(); |
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gl.bindTexture(gl.TEXTURE_2D, textureRef); |
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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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gl.bindTexture(gl.TEXTURE_2D, null); |
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return textureRef; |
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}; |
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/** |
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* 初始化YUV纹理 |
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*/ |
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RenderManager.prototype.initTextures = function() { |
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var gl = this.contextGL; |
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var program = this.YUVProgram; |
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gl.useProgram(program); |
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var yTextureRef = this.initTexture(); |
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var ySamplerRef = gl.getUniformLocation(program, 'ySampler'); |
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gl.uniform1i(ySamplerRef, 0); |
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this.yTextureRef = yTextureRef; |
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var uTextureRef = this.initTexture(); |
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var uSamplerRef = gl.getUniformLocation(program, 'uSampler'); |
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gl.uniform1i(uSamplerRef, 1); |
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this.uTextureRef = uTextureRef; |
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var vTextureRef = this.initTexture(); |
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var vSamplerRef = gl.getUniformLocation(program, 'vSampler'); |
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gl.uniform1i(vSamplerRef, 2); |
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this.vTextureRef = vTextureRef; |
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gl.useProgram(null); |
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}; |
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/** |
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* 显示帧数据 |
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* @param nWidth 宽度 |
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* @param nHeight 高度 |
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* @param nHeight 帧数据 |
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*/ |
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RenderManager.prototype.SR_DisplayFrameData = function(nWidth, nHeight, pData,dWidth,dHeight) { |
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if(nWidth <= 0 || nHeight <= 0) |
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{ |
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return; |
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} |
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var gl = this.contextGL; |
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if(null == pData) |
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{ |
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gl.clearColor(0.0, 0.0, 0.0, 0.0); |
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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return; |
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} |
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var canvas = this.canvasElement; |
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this.nWindowWidth = canvas.width; |
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this.nWindowHeight = canvas.height; |
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var nWindowWidth = this.nWindowWidth; |
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var nWindowHeight = this.nWindowHeight; |
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gl.clearColor(0.8, 0.8, 1.0, 1.0); |
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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gl.viewport(0, 0, nWindowWidth, nWindowHeight); |
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this.updateFrameData(nWidth, nHeight, pData,dWidth,dHeight); |
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var program = this.YUVProgram; |
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gl.useProgram(program); |
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var vertexPosBuffer = this.vertexPosBuffer; |
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer); |
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var vertexPosRef = gl.getAttribLocation(program, 'vertexPos'); |
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gl.enableVertexAttribArray(vertexPosRef); |
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gl.vertexAttribPointer(vertexPosRef, 2, gl.FLOAT, false, 0, 0); |
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gl.bindBuffer(gl.ARRAY_BUFFER, null); |
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var texturePosBuffer = this.texturePosBuffer; |
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gl.bindBuffer(gl.ARRAY_BUFFER, texturePosBuffer); |
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var texturePosRef = gl.getAttribLocation(program, 'texturePos'); |
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gl.enableVertexAttribArray(texturePosRef); |
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gl.vertexAttribPointer(texturePosRef, 2, gl.FLOAT, false, 0, 0); |
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gl.bindBuffer(gl.ARRAY_BUFFER, null); |
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
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gl.disableVertexAttribArray(vertexPosRef); |
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gl.disableVertexAttribArray(texturePosRef); |
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gl.useProgram(null); |
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}; |
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/** |
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* 上传YUV数据到纹理 |
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* @param nWidth 宽度 |
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* @param nHeight 高度 |
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* @param nHeight 帧数据 |
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*/ |
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RenderManager.prototype.updateFrameData = function(width, height, data,dWidth,dHeight) { |
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var gl = this.contextGL; |
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var yTextureRef = this.yTextureRef; |
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var uTextureRef = this.uTextureRef; |
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var vTextureRef = this.vTextureRef; |
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var i420Data = data; |
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// debugger; |
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if(width == dWidth && height == dHeight) |
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{ |
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var yDataLength = width * height; |
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var yData = i420Data.subarray(0, yDataLength); |
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gl.activeTexture(gl.TEXTURE0); |
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gl.bindTexture(gl.TEXTURE_2D, yTextureRef); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, yData); |
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var cbDataLength = width/2 * height/2; |
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var cbData = i420Data.subarray(width*height, width*height + cbDataLength); |
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gl.activeTexture(gl.TEXTURE2); |
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gl.bindTexture(gl.TEXTURE_2D, vTextureRef); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width/2, height/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, cbData); |
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var crDataLength = cbDataLength; |
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var crData = i420Data.subarray(width*height + width*height/4, width*height + width*height/4 + crDataLength); |
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gl.activeTexture(gl.TEXTURE1); |
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gl.bindTexture(gl.TEXTURE_2D, uTextureRef); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width/2, height/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, crData); |
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} |
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else |
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{ |
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// //裁剪宽 |
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var yDataLength = dWidth * dHeight; |
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var yData=new Uint8Array(yDataLength) ; |
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for(var i=0;i<dHeight;i++) |
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{ |
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//var ySonData=new Uint8Array(dWidth) ; |
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var ySonData = i420Data.subarray(i*width, i*width+dWidth); |
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for (var j = 0; j < dWidth; j++) { |
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yData[i*dWidth + j] = ySonData[j]; |
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} |
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} |
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gl.activeTexture(gl.TEXTURE0); |
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gl.bindTexture(gl.TEXTURE_2D, yTextureRef); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, dWidth, dHeight, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, yData); |
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yData=null; |
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ySonData=null; |
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var cbDataLength = dWidth/2 * dHeight/2; |
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var cbData =new Uint8Array(cbDataLength); |
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//var cbSonData=new Uint8Array(dWidth/2) ; |
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for(var i=0;i<dHeight/2;i++) |
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{ |
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var cbSonData = i420Data.subarray(width*height+i*width/2, width*height+i*width/2+dWidth/2); |
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for (var j = 0; j < dWidth/2; j++) { |
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cbData[i*dWidth/2 + j] = cbSonData[j]; |
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} |
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} |
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gl.activeTexture(gl.TEXTURE2); |
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gl.bindTexture(gl.TEXTURE_2D, vTextureRef); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, dWidth/2, dHeight/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, cbData); |
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cbData=null; |
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cbSonData=null; |
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var crDataLength = cbDataLength; |
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var crData = new Uint8Array(crDataLength); |
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for(var i=0;i<dHeight/2;i++) |
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{ |
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var crSonData = i420Data.subarray(width*height*5/4+i*width/2, width*height*5/4+i*width/2+dWidth/2); |
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for (var j = 0; j < dWidth/2; j++) { |
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crData[i*dWidth/2 + j] = crSonData[j]; |
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} |
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} |
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gl.activeTexture(gl.TEXTURE1); |
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gl.bindTexture(gl.TEXTURE_2D, uTextureRef); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, dWidth/2, dHeight/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, crData); |
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crData=null; |
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crSonData=null; |
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} |
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}; |
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/** |
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* 设置显示区域 |
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* @param stDisplayRect 显示区域 |
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*/ |
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RenderManager.prototype.SR_SetDisplayRect = function(stDisplayRect) { |
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var gl = this.contextGL; |
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var oRect = this.canvasElement.getBoundingClientRect();//采用实际宽高,不然多窗口scale情况下放大异常 |
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var nWindowWidth = oRect.width; |
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var nWindowHeight = oRect.height; |
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// var nWindowWidth = this.nWindowWidth; |
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// var nWindowHeight = this.nWindowHeight; |
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//console.log("this.nWindowWidth:"+this.nWindowWidth+", this.nWindowHeight:"+this.nWindowHeight) |
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var texturePosValues = null; |
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if(stDisplayRect && nWindowWidth > 0 && nWindowHeight > 0) { |
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var fLeft = stDisplayRect.left / nWindowWidth; |
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var fTop = stDisplayRect.top / nWindowHeight; |
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var fRight = stDisplayRect.right / nWindowWidth; |
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var fBottom = stDisplayRect.bottom / nWindowHeight; |
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texturePosValues = new Float32Array([fRight, fTop, fLeft, fTop, fRight, fBottom, fLeft, fBottom]); |
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} |
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else { |
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texturePosValues = new Float32Array([1, 0, 0, 0, 1, 1, 0, 1]); |
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} |
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var texturePosBuffer = this.texturePosBuffer; |
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gl.bindBuffer(gl.ARRAY_BUFFER, texturePosBuffer); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, texturePosValues); |
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gl.bindBuffer(gl.ARRAY_BUFFER, null); |
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}; |
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/** |
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* 释放显示资源 |
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*/ |
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RenderManager.prototype.SR_Destroy = function() { |
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var gl = this.contextGL; |
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var YUVProgram = this.YUVProgram; |
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gl.deleteProgram(YUVProgram); |
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var vertexPosBuffer = this.vertexPosBuffer; |
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var texturePosBuffer = this.texturePosBuffer; |
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gl.deleteBuffer(vertexPosBuffer); |
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gl.deleteBuffer(texturePosBuffer); |
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var yTextureRef = this.yTextureRef; |
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var uTextureRef = this.uTextureRef; |
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var vTextureRef = this.vTextureRef; |
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gl.deleteTexture(yTextureRef); |
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gl.deleteTexture(uTextureRef); |
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gl.deleteTexture(vTextureRef); |
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gl.getExtension('WEBGL_lose_context').loseContext(); |
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}; |
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return RenderManager; |
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})); |