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canvas.js
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canvas.js
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/*
* 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) {
this.gl = gl;
this.size = size;
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, size.w, size.h, 0, gl.LUMINANCE, 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) {
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);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.size.w , this.size.h, gl.LUMINANCE, 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) {
this.canvas = canvas;
this.size = size;
this.canvas.width = size.w;
this.canvas.height = size.h;
this.onInitWebGL();
this.onInitShaders();
initBuffers.call(this);
this.onInitTextures();
initScene.call(this);
}
/**
* 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);
}
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.");
}
var gl = this.gl;
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
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 () {
this.texture = new Texture(this.gl, this.size);
},
onInitSceneTextures: function () {
this.texture.bind(0, this.program, "texture");
},
drawScene: function() {
var gl = this.gl;
// Clear the canvas before we start drawing on it.
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
};
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 fragmentShaderScript = 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",
" );",
"}"
]));
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 () {
console.log("creatingTextures: size: " + this.size);
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;
})();