2025-02-08 11:05:52 +07:00

142 lines
5.2 KiB
TypeScript
Executable File

import { compressCodeFile } from "@macros/build" with { type: "macro" };
import { StreamPref } from "@/enums/pref-keys";
import { getStreamPref } from "@/utils/pref-utils";
import { BaseCanvasPlayer } from "../base-canvas-player";
import { StreamPlayerType } from "@/enums/pref-values";
export class WebGL2Player extends BaseCanvasPlayer {
private gl: WebGL2RenderingContext | null = null;
private resources: Array<WebGLBuffer | WebGLTexture | WebGLProgram | WebGLShader> = [];
private program: WebGLProgram | null = null;
constructor($video: HTMLVideoElement) {
super(StreamPlayerType.WEBGL2, $video, 'WebGL2Player');
}
private updateCanvas() {
console.log('updateCanvas', this.options);
const gl = this.gl!;
const program = this.program!;
const filterId = this.toFilterId(this.options.processing);
gl.uniform2f(gl.getUniformLocation(program, 'iResolution'), this.$canvas.width, this.$canvas.height);
gl.uniform1i(gl.getUniformLocation(program, 'filterId'), filterId);
gl.uniform1f(gl.getUniformLocation(program, 'sharpenFactor'), this.options.sharpness);
gl.uniform1f(gl.getUniformLocation(program, 'brightness'), this.options.brightness / 100);
gl.uniform1f(gl.getUniformLocation(program, 'contrast'), this.options.contrast / 100);
gl.uniform1f(gl.getUniformLocation(program, 'saturation'), this.options.saturation / 100);
}
updateFrame() {
const gl = this.gl!;
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, this.$video);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
protected async setupShaders(): Promise<void> {
const gl = this.$canvas.getContext('webgl2', {
isBx: true,
antialias: true,
alpha: false,
depth: false,
preserveDrawingBuffer: false,
stencil: false,
powerPreference: getStreamPref(StreamPref.VIDEO_POWER_PREFERENCE),
} as WebGLContextAttributes) 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, compressCodeFile('./src/modules/player/webgl2/shaders/clarity-boost.vert') as any as string);
gl.compileShader(vShader);
const fShader = gl.createShader(gl.FRAGMENT_SHADER)!;
gl.shaderSource(fShader, compressCodeFile('./src/modules/player/webgl2/shaders/clarity-boost.fs') as any as string);
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([
-1.0, -1.0, // Bottom-left
3.0, -1.0, // Bottom-right
-1.0, 3.0, // Top-left
]), 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);
}
destroy() {
super.destroy();
const gl = this.gl;
if (!gl) {
return;
}
gl.getExtension('WEBGL_lose_context')?.loseContext();
gl.useProgram(null);
for (const resource of this.resources) {
if (resource instanceof WebGLProgram) {
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;
}
refreshPlayer(): void {
this.updateCanvas();
}
}