"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) { 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); 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) { var gl = this.contextGL; var yTextureRef = this.yTextureRef; var uTextureRef = this.uTextureRef; var vTextureRef = this.vTextureRef; var i420Data = data; 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(yDataLength, yDataLength + 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(yDataLength + cbDataLength, yDataLength + cbDataLength + 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); }; /** * 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); }; return RenderManager; }));