surprise
2023-12-29 18377dc5d61caf3a6a0835e17015ac2601f8709d
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
"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.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, cbData);
            
            var crDataLength = cbDataLength;
            var crData = i420Data.subarray(width*height + width*height/4, width*height + width*height/4 + crDataLength);
            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, 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.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, 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.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, 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 nWindowWidth = this.nWindowWidth;
        var 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;
 
}));