mirror of
https://github.com/redphx/better-xcloud.git
synced 2025-08-06 05:08:26 +02:00
Add WebGL2 renderer
This commit is contained in:
121
src/modules/player/shaders/clarity_boost.fs
Normal file
121
src/modules/player/shaders/clarity_boost.fs
Normal file
@@ -0,0 +1,121 @@
|
||||
const int FILTER_UNSHARP_MASKING = 1;
|
||||
const int FILTER_CAS = 2;
|
||||
|
||||
precision highp float;
|
||||
uniform sampler2D data;
|
||||
uniform vec2 iResolution;
|
||||
|
||||
uniform int filterId;
|
||||
uniform float sharpenFactor;
|
||||
uniform float brightness;
|
||||
uniform float contrast;
|
||||
uniform float saturation;
|
||||
|
||||
vec3 textureAt(sampler2D tex, vec2 coord) {
|
||||
return texture2D(tex, coord / iResolution.xy).rgb;
|
||||
}
|
||||
|
||||
vec3 clarityBoost(sampler2D tex, vec2 coord)
|
||||
{
|
||||
// Load a collection of samples in a 3x3 neighorhood, where e is the current pixel.
|
||||
// a b c
|
||||
// d e f
|
||||
// g h i
|
||||
vec3 a = textureAt(tex, coord + vec2(-1, 1));
|
||||
vec3 b = textureAt(tex, coord + vec2(0, 1));
|
||||
vec3 c = textureAt(tex, coord + vec2(1, 1));
|
||||
|
||||
vec3 d = textureAt(tex, coord + vec2(-1, 0));
|
||||
vec3 e = textureAt(tex, coord);
|
||||
vec3 f = textureAt(tex, coord + vec2(1, 0));
|
||||
|
||||
vec3 g = textureAt(tex, coord + vec2(-1, -1));
|
||||
vec3 h = textureAt(tex, coord + vec2(0, -1));
|
||||
vec3 i = textureAt(tex, coord + vec2(1, -1));
|
||||
|
||||
if (filterId == FILTER_CAS) {
|
||||
// Soft min and max.
|
||||
// a b c b
|
||||
// d e f * 0.5 + d e f * 0.5
|
||||
// g h i h
|
||||
// These are 2.0x bigger (factored out the extra multiply).
|
||||
vec3 minRgb = min(min(min(d, e), min(f, b)), h);
|
||||
vec3 minRgb2 = min(min(a, c), min(g, i));
|
||||
minRgb += min(minRgb, minRgb2);
|
||||
|
||||
vec3 maxRgb = max(max(max(d, e), max(f, b)), h);
|
||||
vec3 maxRgb2 = max(max(a, c), max(g, i));
|
||||
maxRgb += max(maxRgb, maxRgb2);
|
||||
|
||||
// Smooth minimum distance to signal limit divided by smooth max.
|
||||
vec3 reciprocalMaxRgb = 1.0 / maxRgb;
|
||||
vec3 amplifyRgb = clamp(min(minRgb, 2.0 - maxRgb) * reciprocalMaxRgb, 0.0, 1.0);
|
||||
|
||||
// Shaping amount of sharpening.
|
||||
amplifyRgb = inversesqrt(amplifyRgb);
|
||||
|
||||
float contrast = 0.8;
|
||||
float peak = -3.0 * contrast + 8.0;
|
||||
vec3 weightRgb = -(1.0 / (amplifyRgb * peak));
|
||||
|
||||
vec3 reciprocalWeightRgb = 1.0 / (4.0 * weightRgb + 1.0);
|
||||
|
||||
// 0 w 0
|
||||
// Filter shape: w 1 w
|
||||
// 0 w 0
|
||||
vec3 window = (b + d) + (f + h);
|
||||
vec3 outColor = clamp((window * weightRgb + e) * reciprocalWeightRgb, 0.0, 1.0);
|
||||
|
||||
outColor = mix(e, outColor, sharpenFactor / 2.0);
|
||||
|
||||
return outColor;
|
||||
} else if (filterId == FILTER_UNSHARP_MASKING) {
|
||||
vec3 gaussianBlur = (a * 1.0 + b * 2.0 + c * 1.0 +
|
||||
d * 2.0 + e * 4.0 + f * 2.0 +
|
||||
g * 1.0 + h * 2.0 + i * 1.0) / 16.0;
|
||||
|
||||
// Return edge detection
|
||||
return e + (e - gaussianBlur) * sharpenFactor / 3.0;
|
||||
}
|
||||
|
||||
return e;
|
||||
}
|
||||
|
||||
vec3 adjustBrightness(vec3 color) {
|
||||
return (1.0 + brightness) * color;
|
||||
}
|
||||
|
||||
vec3 adjustContrast(vec3 color) {
|
||||
return 0.5 + (1.0 + contrast) * (color - 0.5);
|
||||
}
|
||||
|
||||
vec3 adjustSaturation(vec3 color) {
|
||||
const vec3 luminosityFactor = vec3(0.2126, 0.7152, 0.0722);
|
||||
vec3 grayscale = vec3(dot(color, luminosityFactor));
|
||||
|
||||
return mix(grayscale, color, 1.0 + saturation);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 color;
|
||||
|
||||
if (sharpenFactor > 0.0) {
|
||||
color = clarityBoost(data, gl_FragCoord.xy);
|
||||
} else {
|
||||
color = textureAt(data, gl_FragCoord.xy);
|
||||
}
|
||||
|
||||
if (saturation != 0.0) {
|
||||
color = adjustSaturation(color);
|
||||
}
|
||||
|
||||
if (contrast != 0.0) {
|
||||
color = adjustContrast(color);
|
||||
}
|
||||
|
||||
if (brightness != 0.0) {
|
||||
color = adjustBrightness(color);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
5
src/modules/player/shaders/clarity_boost.vert
Normal file
5
src/modules/player/shaders/clarity_boost.vert
Normal file
@@ -0,0 +1,5 @@
|
||||
attribute vec2 position;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position, 0, 1);
|
||||
}
|
250
src/modules/player/webgl2-player.ts
Normal file
250
src/modules/player/webgl2-player.ts
Normal file
@@ -0,0 +1,250 @@
|
||||
import vertClarityBoost from "./shaders/clarity_boost.vert" with { type: "text" };
|
||||
import fsClarityBoost from "./shaders/clarity_boost.fs" with { type: "text" };
|
||||
import { BxLogger } from "@/utils/bx-logger";
|
||||
|
||||
|
||||
const LOG_TAG = 'WebGL2Player';
|
||||
|
||||
export class WebGL2Player {
|
||||
#$video: HTMLVideoElement;
|
||||
#$canvas: HTMLCanvasElement;
|
||||
|
||||
#gl: WebGL2RenderingContext | null = null;
|
||||
#resources: Array<any> = [];
|
||||
#program: WebGLProgram | null = null;
|
||||
|
||||
#stopped: boolean = false;
|
||||
|
||||
#options = {
|
||||
filterId: 1,
|
||||
sharpenFactor: 0,
|
||||
brightness: 0.0,
|
||||
contrast: 0.0,
|
||||
saturation: 0.0,
|
||||
};
|
||||
|
||||
#animFrameId: number | null = null;
|
||||
|
||||
constructor($video: HTMLVideoElement) {
|
||||
BxLogger.info(LOG_TAG, 'Initialize');
|
||||
this.#$video = $video;
|
||||
|
||||
const $canvas = document.createElement('canvas');
|
||||
$canvas.width = $video.videoWidth;
|
||||
$canvas.height = $video.videoHeight;
|
||||
this.#$canvas = $canvas;
|
||||
|
||||
this.#setupShaders();
|
||||
this.#setupRendering();
|
||||
|
||||
$video.insertAdjacentElement('afterend', $canvas);
|
||||
}
|
||||
|
||||
setFilter(filterId: number, update = true) {
|
||||
this.#options.filterId = filterId;
|
||||
update && this.updateCanvas();
|
||||
}
|
||||
|
||||
setSharpness(sharpness: number, update = true) {
|
||||
this.#options.sharpenFactor = sharpness;
|
||||
update && this.updateCanvas();
|
||||
}
|
||||
|
||||
setBrightness(brightness: number, update = true) {
|
||||
this.#options.brightness = (brightness - 100) / 100;
|
||||
update && this.updateCanvas();
|
||||
}
|
||||
|
||||
setContrast(contrast: number, update = true) {
|
||||
this.#options.contrast = (contrast - 100) / 100;
|
||||
update && this.updateCanvas();
|
||||
}
|
||||
|
||||
setSaturation(saturation: number, update = true) {
|
||||
this.#options.saturation = (saturation - 100) / 100;
|
||||
update && this.updateCanvas();
|
||||
}
|
||||
|
||||
getCanvas() {
|
||||
return this.#$canvas;
|
||||
}
|
||||
|
||||
updateCanvas() {
|
||||
const gl = this.#gl!;
|
||||
const program = this.#program!;
|
||||
|
||||
gl.uniform2f(gl.getUniformLocation(program, 'iResolution'), this.#$canvas.width, this.#$canvas.height);
|
||||
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'filterId'), this.#options.filterId);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'sharpenFactor'), this.#options.sharpenFactor);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'brightness'), this.#options.brightness);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'contrast'), this.#options.contrast);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'saturation'), this.#options.saturation);
|
||||
}
|
||||
|
||||
drawFrame() {
|
||||
const gl = this.#gl!;
|
||||
const $video = this.#$video;
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, $video);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
#setupRendering() {
|
||||
let animate: any;
|
||||
|
||||
if ('requestVideoFrameCallback' in HTMLVideoElement.prototype) {
|
||||
const $video = this.#$video;
|
||||
animate = () => {
|
||||
if (this.#stopped) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.drawFrame();
|
||||
this.#animFrameId = $video.requestVideoFrameCallback(animate);
|
||||
}
|
||||
|
||||
this.#animFrameId = $video.requestVideoFrameCallback(animate);
|
||||
} else {
|
||||
animate = () => {
|
||||
if (this.#stopped) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.drawFrame();
|
||||
this.#animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
this.#animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
}
|
||||
|
||||
#setupShaders() {
|
||||
const gl = this.#$canvas.getContext('webgl2', {
|
||||
isBx: true,
|
||||
antialias: true,
|
||||
alpha: false,
|
||||
powerPreference: 'high-performance',
|
||||
}) as WebGL2RenderingContext;
|
||||
this.#gl = gl;
|
||||
|
||||
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferWidth);
|
||||
|
||||
// Vertex shader: Identity map
|
||||
const vShader = gl.createShader(gl.VERTEX_SHADER)!;
|
||||
gl.shaderSource(vShader, vertClarityBoost);
|
||||
gl.compileShader(vShader);
|
||||
|
||||
const fShader = gl.createShader(gl.FRAGMENT_SHADER)!;
|
||||
gl.shaderSource(fShader, fsClarityBoost);
|
||||
gl.compileShader(fShader);
|
||||
|
||||
// Create and link program
|
||||
const program = gl.createProgram()!;
|
||||
this.#program = program;
|
||||
|
||||
gl.attachShader(program, vShader);
|
||||
gl.attachShader(program, fShader);
|
||||
gl.linkProgram(program);
|
||||
gl.useProgram(program);
|
||||
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
console.error(`Link failed: ${gl.getProgramInfoLog(program)}`);
|
||||
console.error(`vs info-log: ${gl.getShaderInfoLog(vShader)}`);
|
||||
console.error(`fs info-log: ${gl.getShaderInfoLog(fShader)}`);
|
||||
}
|
||||
|
||||
this.updateCanvas();
|
||||
|
||||
// Vertices: A screen-filling quad made from two triangles
|
||||
const buffer = gl.createBuffer();
|
||||
this.#resources.push(buffer);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
|
||||
-1, -1,
|
||||
1, -1,
|
||||
-1, 1,
|
||||
-1, 1,
|
||||
1, -1,
|
||||
1, 1,
|
||||
]), gl.STATIC_DRAW);
|
||||
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
// Texture to contain the video data
|
||||
const texture = gl.createTexture();
|
||||
this.#resources.push(texture);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
|
||||
// Bind texture to the "data" argument to the fragment shader
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'data'), 0);
|
||||
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
// gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
}
|
||||
|
||||
resume() {
|
||||
this.stop();
|
||||
this.#stopped = false;
|
||||
BxLogger.info(LOG_TAG, 'Resume');
|
||||
|
||||
this.#$canvas.classList.remove('bx-gone');
|
||||
this.#setupRendering();
|
||||
}
|
||||
|
||||
stop() {
|
||||
BxLogger.info(LOG_TAG, 'Stop');
|
||||
this.#$canvas.classList.add('bx-gone');
|
||||
|
||||
this.#stopped = true;
|
||||
if (this.#animFrameId) {
|
||||
if ('requestVideoFrameCallback' in HTMLVideoElement.prototype) {
|
||||
this.#$video.cancelVideoFrameCallback(this.#animFrameId);
|
||||
} else {
|
||||
cancelAnimationFrame(this.#animFrameId);
|
||||
}
|
||||
|
||||
this.#animFrameId = null;
|
||||
}
|
||||
}
|
||||
|
||||
destroy() {
|
||||
BxLogger.info(LOG_TAG, 'Destroy');
|
||||
this.stop();
|
||||
|
||||
const gl = this.#gl;
|
||||
if (gl) {
|
||||
gl.getExtension('WEBGL_lose_context')?.loseContext();
|
||||
|
||||
for (const resource of this.#resources) {
|
||||
if (resource instanceof WebGLProgram) {
|
||||
gl.useProgram(null);
|
||||
gl.deleteProgram(resource);
|
||||
} else if (resource instanceof WebGLShader) {
|
||||
gl.deleteShader(resource);
|
||||
} else if (resource instanceof WebGLTexture) {
|
||||
gl.deleteTexture(resource);
|
||||
} else if (resource instanceof WebGLBuffer) {
|
||||
gl.deleteBuffer(resource);
|
||||
}
|
||||
}
|
||||
|
||||
this.#gl = null;
|
||||
}
|
||||
|
||||
if (this.#$canvas.isConnected) {
|
||||
this.#$canvas.parentElement?.removeChild(this.#$canvas);
|
||||
}
|
||||
|
||||
this.#$canvas.width = 1;
|
||||
this.#$canvas.height = 1;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user