multiple-police-situations/playctrl1simd/SuperRender_10.js

398 lines
13 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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