123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139 |
- const yuvBehavior = Behavior({
- methods: {
- initShader() {
- const gl = this.gl = this.renderer.getContext()
- const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM)
- const vs = `
- attribute vec2 a_position;
- attribute vec2 a_texCoord;
- uniform mat3 displayTransform;
- varying vec2 v_texCoord;
- void main() {
- vec3 p = displayTransform * vec3(a_position, 0);
- gl_Position = vec4(p, 1);
- v_texCoord = a_texCoord;
- }
- `
- const fs = `
- precision highp float;
- uniform sampler2D y_texture;
- uniform sampler2D uv_texture;
- varying vec2 v_texCoord;
- void main() {
- vec4 y_color = texture2D(y_texture, v_texCoord);
- vec4 uv_color = texture2D(uv_texture, v_texCoord);
- float Y, U, V;
- float R ,G, B;
- Y = y_color.r;
- U = uv_color.r - 0.5;
- V = uv_color.a - 0.5;
-
- R = Y + 1.402 * V;
- G = Y - 0.344 * U - 0.714 * V;
- B = Y + 1.772 * U;
-
- gl_FragColor = vec4(R, G, B, 1.0);
- }
- `
- const vertShader = gl.createShader(gl.VERTEX_SHADER)
- gl.shaderSource(vertShader, vs)
- gl.compileShader(vertShader)
- const fragShader = gl.createShader(gl.FRAGMENT_SHADER)
- gl.shaderSource(fragShader, fs)
- gl.compileShader(fragShader)
- const program = this._program = gl.createProgram()
- this._program.gl = gl
- gl.attachShader(program, vertShader)
- gl.attachShader(program, fragShader)
- gl.deleteShader(vertShader)
- gl.deleteShader(fragShader)
- gl.linkProgram(program)
- gl.useProgram(program)
- const uniformYTexture = gl.getUniformLocation(program, 'y_texture')
- gl.uniform1i(uniformYTexture, 5)
- const uniformUVTexture = gl.getUniformLocation(program, 'uv_texture')
- gl.uniform1i(uniformUVTexture, 6)
- this._dt = gl.getUniformLocation(program, 'displayTransform')
- gl.useProgram(currentProgram)
- },
- initVAO() {
- const gl = this.renderer.getContext()
- const ext = gl.getExtension('OES_vertex_array_object')
- this.ext = ext
- const currentVAO = gl.getParameter(gl.VERTEX_ARRAY_BINDING)
- const vao = ext.createVertexArrayOES()
- ext.bindVertexArrayOES(vao)
- const posAttr = gl.getAttribLocation(this._program, 'a_position')
- const pos = gl.createBuffer()
- gl.bindBuffer(gl.ARRAY_BUFFER, pos)
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]), gl.STATIC_DRAW)
- gl.vertexAttribPointer(posAttr, 2, gl.FLOAT, false, 0, 0)
- gl.enableVertexAttribArray(posAttr)
- vao.posBuffer = pos
- const texcoordAttr = gl.getAttribLocation(this._program, 'a_texCoord')
- const texcoord = gl.createBuffer()
- gl.bindBuffer(gl.ARRAY_BUFFER, texcoord)
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 1, 0, 1, 1, 0, 0, 0]), gl.STATIC_DRAW)
- gl.vertexAttribPointer(texcoordAttr, 2, gl.FLOAT, false, 0, 0)
- gl.enableVertexAttribArray(texcoordAttr)
- vao.texcoordBuffer = texcoord
- ext.bindVertexArrayOES(currentVAO)
- this._vao = vao
- },
- initGL() {
- this.initShader()
- this.initVAO()
- },
- renderGL(frame) {
- const gl = this.renderer.getContext()
- gl.disable(gl.DEPTH_TEST)
- const {
- yTexture,
- uvTexture
- } = frame.getCameraTexture(gl, 'yuv')
- const displayTransform = frame.getDisplayTransform()
- if (yTexture && uvTexture) {
- const currentProgram = gl.getParameter(gl.CURRENT_PROGRAM)
- const currentActiveTexture = gl.getParameter(gl.ACTIVE_TEXTURE)
- const currentVAO = gl.getParameter(gl.VERTEX_ARRAY_BINDING)
- gl.useProgram(this._program)
- this.ext.bindVertexArrayOES(this._vao)
- gl.uniformMatrix3fv(this._dt, false, displayTransform)
- gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1)
- gl.activeTexture(gl.TEXTURE0 + 5)
- const bindingTexture5 = gl.getParameter(gl.TEXTURE_BINDING_2D)
- gl.bindTexture(gl.TEXTURE_2D, yTexture)
- gl.activeTexture(gl.TEXTURE0 + 6)
- const bindingTexture6 = gl.getParameter(gl.TEXTURE_BINDING_2D)
- gl.bindTexture(gl.TEXTURE_2D, uvTexture)
- gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
- gl.bindTexture(gl.TEXTURE_2D, bindingTexture6)
- gl.activeTexture(gl.TEXTURE0 + 5)
- gl.bindTexture(gl.TEXTURE_2D, bindingTexture5)
- gl.useProgram(currentProgram)
- gl.activeTexture(currentActiveTexture)
- this.ext.bindVertexArrayOES(currentVAO)
- }
- },
- },
- })
- export default yuvBehavior
|