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+/*
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+ * Tencent is pleased to support the open source community by making vap available.
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+ *
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+ * Copyright (C) 2020 THL A29 Limited, a Tencent company. All rights reserved.
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+ *
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+ * Licensed under the MIT License (the "License"); you may not use this file except in
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+ * compliance with the License. You may obtain a copy of the License at
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+ *
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+ * http://opensource.org/licenses/MIT
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+ *
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+ * Unless required by applicable law or agreed to in writing, software distributed under the License is
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+ * distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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+ * either express or implied. See the License for the specific language governing permissions and
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+ * limitations under the License.
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+ */
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+import { VapConfig } from './type';
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+import VapFrameParser from './vap-frame-parser';
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+import * as glUtil from './gl-util';
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+import VapVideo from './video';
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+
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+const PER_SIZE = 9;
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+
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+function computeCoord(x: number, y: number, w: number, h: number, vw: number, vh: number) {
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+ // leftX rightX bottomY topY
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+ return [x / vw, (x + w) / vw, (vh - y - h) / vh, (vh - y) / vh];
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+}
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+
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+export default class WebglRenderVap extends VapVideo {
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+ private canvas: HTMLCanvasElement;
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+ private gl: WebGLRenderingContext;
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+ private vertexShader: WebGLShader;
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+ private fragmentShader: WebGLShader;
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+ private program: WebGLProgram;
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+ private textures: WebGLTexture[] = [];
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+ private videoTexture: WebGLTexture;
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+ private vertexBuffer: WebGLBuffer;
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+ private vapFrameParser: VapFrameParser;
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+ private imagePosLoc: WebGLUniformLocation;
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+
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+ constructor(options?: VapConfig) {
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+ super();
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+ if (options) {
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+ this.play(options);
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+ }
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+ }
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+
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+ override play(options?: VapConfig) {
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+ if (options) {
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+ this.setOptions(options);
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+ }
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+ if (!this.options?.config) {
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+ console.error(`options.config cannot be empty.`);
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+ return this;
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+ }
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+ if (options) {
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+ this.initVideo();
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+ // 重新解析
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+ this.vapFrameParser = new VapFrameParser(this.options.config, this.options);
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+ this.vapFrameParser
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+ .init()
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+ .then(() => {
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+ this.initWebGL();
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+ this.initTexture();
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+ this.initVideoTexture();
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+ this.options.fps = this.vapFrameParser.config.info.fps || 30;
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+ super.play();
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+ })
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+ .catch((e) => {
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+ this.vapFrameParser = null;
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+ console.error('[Alpha video] parse vap frame error.', e);
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+ return this;
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+ });
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+ } else {
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+ super.play();
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+ }
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+ return this;
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+ }
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+
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+ initWebGL() {
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+ let { canvas, gl, vertexShader, fragmentShader, program } = this;
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+ const { width, height } = this.options;
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+ if (!canvas) {
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+ canvas = document.createElement('canvas');
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+ }
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+ const { vapFrameParser } = this;
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+ const { w, h } = vapFrameParser.config.info;
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+ canvas.width = width || w;
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+ canvas.height = height || h;
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+ this.container.appendChild(canvas);
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+
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+ if (!gl) {
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+ gl = canvas.getContext('webgl') || (canvas.getContext('experimental-webgl') as WebGLRenderingContext);
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+ gl.disable(gl.BLEND);
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+ gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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+ }
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+ gl.viewport(0, 0, canvas.width, canvas.height);
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+
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+ if (!vertexShader) {
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+ vertexShader = this.initVertexShader(gl);
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+ }
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+
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+ if (fragmentShader && program) {
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+ glUtil.cleanWebGL(gl, { program, shaders: [fragmentShader] });
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+ }
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+
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+ const { srcData } = vapFrameParser;
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+ fragmentShader = this.initFragmentShader(gl, Object.keys(srcData).length);
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+ program = glUtil.createProgram(gl, vertexShader, fragmentShader);
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+
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+ this.canvas = canvas;
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+ this.gl = gl;
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+ this.vertexShader = vertexShader;
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+ this.fragmentShader = fragmentShader;
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+ this.program = program;
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+ this.imagePosLoc = null;
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+ return gl;
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+ }
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+
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+ /**
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+ * 顶点着色器
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+ */
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+ initVertexShader(gl: WebGLRenderingContext) {
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+ return glUtil.createShader(
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+ gl,
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+ gl.VERTEX_SHADER,
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+ `attribute vec2 a_position; // 接受顶点坐标
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+ attribute vec2 a_texCoord; // 接受纹理坐标
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+ attribute vec2 a_alpha_texCoord; // 接受纹理坐标
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+ varying vec2 v_alpha_texCoord; // 接受纹理坐标
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+ varying vec2 v_texcoord; // 传递纹理坐标给片元着色器
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+ void main(void){
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+ gl_Position = vec4(a_position, 0.0, 1.0); // 设置坐标
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+ v_texcoord = a_texCoord; // 设置纹理坐标
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+ v_alpha_texCoord = a_alpha_texCoord; // 设置纹理坐标
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+ }`
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+ );
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+ }
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+
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+ /**
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+ * 片元着色器
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+ */
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+ initFragmentShader(gl: WebGLRenderingContext, textureSize) {
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+ const bgColor = `vec4(texture2D(u_image_video, v_texcoord).rgb, texture2D(u_image_video,v_alpha_texCoord).r);`;
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+ let sourceTexure = '';
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+ let sourceUniform = '';
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+
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+ if (textureSize > 0) {
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+ const bufferSize = textureSize * PER_SIZE;
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+ const imgColor = [];
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+ const samplers = [];
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+ for (let i = 0; i < textureSize; i++) {
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+ imgColor.push(
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+ `if(ndx == ${i + 1}){
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+ color = texture2D(u_image${i + 1},uv);
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+ }`
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+ );
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+ samplers.push(`uniform sampler2D u_image${i + 1};`);
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+ }
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+
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+ sourceUniform = `
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+ ${samplers.join('\n')}
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+ uniform float image_pos[${bufferSize}];
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+ vec4 getSampleFromArray(int ndx, vec2 uv) {
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+ vec4 color;
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+ ${imgColor.join(' else ')}
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+ return color;
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+ }
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+ `;
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+ sourceTexure = `
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+ vec4 srcColor,maskColor;
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+ vec2 srcTexcoord,maskTexcoord;
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+ int srcIndex;
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+ float x1,x2,y1,y2,mx1,mx2,my1,my2; //显示的区域
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+
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+ for(int i=0;i<${bufferSize};i+= ${PER_SIZE}){
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+ if ((int(image_pos[i]) > 0)) {
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+ srcIndex = int(image_pos[i]);
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+
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+ x1 = image_pos[i+1];
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+ x2 = image_pos[i+2];
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+ y1 = image_pos[i+3];
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+ y2 = image_pos[i+4];
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+
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+ mx1 = image_pos[i+5];
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+ mx2 = image_pos[i+6];
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+ my1 = image_pos[i+7];
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+ my2 = image_pos[i+8];
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+
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+
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+ if (v_texcoord.s>x1 && v_texcoord.s<x2 && v_texcoord.t>y1 && v_texcoord.t<y2) {
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+ srcTexcoord = vec2((v_texcoord.s-x1)/(x2-x1),(v_texcoord.t-y1)/(y2-y1));
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+ maskTexcoord = vec2(mx1+srcTexcoord.s*(mx2-mx1),my1+srcTexcoord.t*(my2-my1));
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+ srcColor = getSampleFromArray(srcIndex,srcTexcoord);
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+ maskColor = texture2D(u_image_video, maskTexcoord);
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+ srcColor.a = srcColor.a*(maskColor.r);
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+
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+ bgColor = vec4(srcColor.rgb*srcColor.a,srcColor.a) + (1.0-srcColor.a)*bgColor;
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+
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+ }
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+ }
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+ }
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+ `;
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+ }
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+
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+ const fragmentShader = `
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+ precision lowp float;
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+ varying vec2 v_texcoord;
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+ varying vec2 v_alpha_texCoord;
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+ uniform sampler2D u_image_video;
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+ ${sourceUniform}
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+
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+ void main(void) {
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+ vec4 bgColor = ${bgColor}
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+ ${sourceTexure}
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+ gl_FragColor = bgColor;
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+ }
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+ `;
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+ return glUtil.createShader(gl, gl.FRAGMENT_SHADER, fragmentShader);
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+ }
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+
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+ initTexture() {
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+ const { gl, vapFrameParser, textures } = this;
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+ if (!vapFrameParser || !vapFrameParser.srcData) {
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+ return;
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+ }
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+
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+ const resources = vapFrameParser.srcData;
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+ // 0分配给video
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+ let i = 1;
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+ for (const key in resources) {
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+ const resource = resources[key];
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+ const texture = textures[i - 1];
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+ if (texture) {
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+ // 复用
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+ gl.activeTexture(gl.TEXTURE0 + i);
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+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, resource.img);
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+ } else {
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+ this.textures.push(glUtil.createTexture(gl, i, resource.img));
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+ }
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+ const sampler = gl.getUniformLocation(this.program, `u_image${i}`);
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+ gl.uniform1i(sampler, i);
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+ this.vapFrameParser.textureMap[resource.srcId] = i++;
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+ }
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+ }
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+
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+ initVideoTexture() {
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+ const { gl, vapFrameParser, program } = this;
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+ if (!vapFrameParser || !vapFrameParser.config || !vapFrameParser.config.info) {
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+ return;
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+ }
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+
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+ // video texture
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+ if (!this.videoTexture) {
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+ this.videoTexture = glUtil.createTexture(gl, 0);
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+ }
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+
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+ const sampler = gl.getUniformLocation(program, `u_image_video`);
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+ gl.uniform1i(sampler, 0);
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+ gl.activeTexture(gl.TEXTURE0);
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+
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+ const info = vapFrameParser.config.info;
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+ const { videoW: vW, videoH: vH } = info;
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+ const [rgbX, rgbY, rgbW, rgbH] = info.rgbFrame;
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+ const [aX, aY, aW, aH] = info.aFrame;
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+ const rgbCoord = computeCoord(rgbX, rgbY, rgbW, rgbH, vW, vH);
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+ const aCoord = computeCoord(aX, aY, aW, aH, vW, vH);
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+ const view = new Float32Array([
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+ ...[-1, 1, rgbCoord[0], rgbCoord[3], aCoord[0], aCoord[3]],
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+ ...[1, 1, rgbCoord[1], rgbCoord[3], aCoord[1], aCoord[3]],
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+ ...[-1, -1, rgbCoord[0], rgbCoord[2], aCoord[0], aCoord[2]],
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+ ...[1, -1, rgbCoord[1], rgbCoord[2], aCoord[1], aCoord[2]],
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+ ]);
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+
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+ if (!this.vertexBuffer) {
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+ this.vertexBuffer = gl.createBuffer();
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+ gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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+ }
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+ gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW);
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+
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+ // 将缓冲区对象分配给a_position变量、a_texCoord变量
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+ const size = view.BYTES_PER_ELEMENT;
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+ const aPosition = gl.getAttribLocation(program, 'a_position');
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+ gl.enableVertexAttribArray(aPosition);
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+ gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, size * 6, 0); // 顶点着色器位置
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+
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+ const aTexCoord = gl.getAttribLocation(program, 'a_texCoord');
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+ gl.enableVertexAttribArray(aTexCoord);
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+ gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, size * 6, size * 2); // rgb像素位置
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+
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+ const aAlphaTexCoord = gl.getAttribLocation(program, 'a_alpha_texCoord');
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+ gl.enableVertexAttribArray(aAlphaTexCoord);
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+ gl.vertexAttribPointer(aAlphaTexCoord, 2, gl.FLOAT, false, size * 6, size * 4); // rgb像素位置
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+ }
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+
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+ override drawFrame(_, info) {
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+ const { gl, vapFrameParser, video, options } = this;
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+ if (!gl) {
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+ super.drawFrame(_, info);
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+ return;
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+ }
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+
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+ const frame =
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+ !options.loop && info?.presentedFrames > 0
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+ ? info.presentedFrames - 1
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+ : Math.round(video.currentTime * options.fps) + (options as any).offset;
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+ // console.info('frame:', info.presentedFrames - 1, Math.round(this.video.currentTime * this.options.fps));
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+ const frameData = vapFrameParser.getFrame(frame);
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+
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+ if (frameData?.obj) {
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+ let posArr = [];
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+ const { videoW: vW, videoH: vH, rgbFrame } = vapFrameParser.config.info;
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+ frameData.obj.forEach((frame) => {
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+ // 有可能用户没有传入src
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+ const imgIndex = vapFrameParser.textureMap[frame.srcId];
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+ if (imgIndex > 0) {
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+ posArr[posArr.length] = imgIndex;
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+ // frame坐标是最终展示坐标,这里glsl中计算使用视频坐标
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+ const [rgbX, rgbY] = rgbFrame;
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+ const [x, y, w, h] = frame.frame;
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+ const [mX, mY, mW, mH] = frame.mFrame;
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+ const coord = computeCoord(x + rgbX, y + rgbY, w, h, vW, vH);
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+ const mCoord = computeCoord(mX, mY, mW, mH, vW, vH);
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+ posArr = posArr.concat(coord).concat(mCoord);
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+ }
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+ });
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+ if (posArr.length) {
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+ this.imagePosLoc = this.imagePosLoc || gl.getUniformLocation(this.program, 'image_pos');
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+ gl.uniform1fv(this.imagePosLoc, new Float32Array(posArr));
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+ }
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+ }
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+
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+ this.trigger('frame', frame + 1, frameData, vapFrameParser.config);
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+ gl.clear(gl.COLOR_BUFFER_BIT);
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+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, video); // 指定二维纹理方式
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+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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+ super.drawFrame(_, info);
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+ }
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+
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+ // 清理数据,为下一次播放做准备
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+ override clear() {
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+ super.clear();
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+ const { gl } = this;
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+ // 清除界面,解决连续播放时,第一帧是上一个mp4最后一帧的问题
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+ gl.clear(gl.COLOR_BUFFER_BIT);
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+ }
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+
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+ // 销毁,释放webgl资源,销毁后调用play,资源会重新初始化
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+ override destroy() {
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+ super.destroy();
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+ const { canvas, gl, vertexShader, fragmentShader, program, textures, videoTexture, vertexBuffer } = this;
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+ if (canvas) {
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+ canvas.parentNode && canvas.parentNode.removeChild(canvas);
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+ this.canvas = null;
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+ }
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+ if (gl) {
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+ glUtil.cleanWebGL(gl, {
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+ program,
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+ shaders: [vertexShader, fragmentShader],
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+ textures: [...textures, videoTexture],
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+ buffers: [vertexBuffer],
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+ });
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+ }
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+
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+ this.gl = null;
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+ this.vertexShader = null;
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+ this.fragmentShader = null;
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+ this.program = null;
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+ this.imagePosLoc = null;
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+ this.vertexBuffer = null;
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+ this.videoTexture = null;
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+ this.textures = [];
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+ }
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+}
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