function Texture(gl) {
this.gl = gl;
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
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);
}
Texture.prototype.bind = function (n, program, name) {
var gl = this.gl;
gl.activeTexture([gl.TEXTURE0, gl.TEXTURE1, gl.TEXTURE2][n]);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.uniform1i(gl.getUniformLocation(program, name), n);
};
Texture.prototype.fill = function (width, height, data) {
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, data);
};
function WebGLPlayer(canvas, options) {
this.canvas = canvas;
this.gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
this.initGL(options);
}
WebGLPlayer.prototype.initGL = function (options) {
if (!this.gl) {
console.log("[ER] WebGL not supported.");
return;
}
var gl = this.gl;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
var program = gl.createProgram();
var vertexShaderSource = [
"attribute highp vec4 aVertexPosition;",
"attribute vec2 aTextureCoord;",
"varying highp vec2 vTextureCoord;",
"void main(void) {",
" gl_Position = aVertexPosition;",
" vTextureCoord = aTextureCoord;",
"}"
].join("\n");
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
var fragmentShaderSource = [
"precision highp float;",
"varying lowp vec2 vTextureCoord;",
"uniform sampler2D YTexture;",
"uniform sampler2D UTexture;",
"uniform sampler2D VTexture;",
"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) {",
" gl_FragColor = vec4( texture2D(YTexture, vTextureCoord).x, texture2D(UTexture, vTextureCoord).x, texture2D(VTexture, vTextureCoord).x, 1) * YUV2RGB;",
"}"
].join("\n");
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log("[ER] Shader link failed.");
}
var vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
var textureCoordAttribute = gl.getAttribLocation(program, "aTextureCoord");
gl.enableVertexAttribArray(textureCoordAttribute);
var verticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([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.STATIC_DRAW);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0]), gl.STATIC_DRAW);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.y = new Texture(gl);
gl.u = new Texture(gl);
gl.v = new Texture(gl);
gl.y.bind(0, program, "YTexture");
gl.u.bind(1, program, "UTexture");
gl.v.bind(2, program, "VTexture");
}
WebGLPlayer.prototype.renderFrame = function (
videoFrame, //帧数据,字节数组
width, //图像宽度
height, //图像高度
uOffset, //u分量在videoFrame数组中的起始位置,如果你不理解,传width*height即可 (吐槽一下,原作者uOffset和vOffset 这两个变量取的名字很容易让人误解,按照我的理解,应该取名为yLength和uLength分别表示y分量的长度和u分量的长度,v分量的长度和u分量的长度是一致的)
vOffset //v分量的长度,如果你不理解,传width*height/4即可
) {
if (!this.gl) {
console.log("[ER] Render frame failed due to WebGL not supported.");
return;
}
var gl = this.gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.y.fill(width, height, videoFrame.subarray(0, uOffset));
gl.u.fill(width >> 1, height >> 1, videoFrame.subarray(uOffset, uOffset + vOffset));
gl.v.fill(width >> 1, height >> 1, videoFrame.subarray(uOffset + vOffset, videoFrame.length));
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
WebGLPlayer.prototype.fullscreen = function () {
var canvas = this.canvas;
if (canvas.RequestFullScreen) {
canvas.RequestFullScreen();
} else if (canvas.webkitRequestFullScreen) {
canvas.webkitRequestFullScreen();
} else if (canvas.mozRequestFullScreen) {
canvas.mozRequestFullScreen();
} else if (canvas.msRequestFullscreen) {
canvas.msRequestFullscreen();
} else {
alert("This browser doesn't supporter fullscreen");
}
};
WebGLPlayer.prototype.exitfullscreen = function (){
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.msExitFullscreen) {
document.msExitFullscreen();
} else {
alert("Exit fullscreen doesn't work");
}
}
export default WebGLPlayer
有个大佬写的 我记录一下