Files
tk-ws-scrcpy/vendor/h264-live-player/WebGLCanvas.ts
2025-07-30 13:39:32 +08:00

306 lines
9.9 KiB
TypeScript

import Size from './utils/Size';
import Texture from './Texture';
import error from './utils/error';
// @ts-ignore
import { Matrix, Vector } from 'sylvester.js';
import Program from './Program';
import Shader from './Shader';
import { makePerspective } from './utils/glUtils';
import Script from './Script';
import Canvas from './Canvas';
export default abstract class WebGLCanvas extends Canvas {
protected static vertexShaderScript: Script = Script.createFromSource('x-shader/x-vertex', `
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying highp vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}
`);
protected static fragmentShaderScript: Script = Script.createFromSource('x-shader/x-fragment', `
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D texture;
void main(void) {
gl_FragColor = texture2D(texture, vTextureCoord);
}
`);
public quadVPBuffer?: WebGLBuffer | null;
public quadVTCBuffer?: WebGLBuffer | null;
public mvMatrix: Matrix;
public glNames?: Record<string, string>;
public textureCoordAttribute?: number;
public vertexPositionAttribute?: number;
public perspectiveMatrix: Matrix;
protected gl?: WebGLRenderingContext | null;
protected framebuffer?: WebGLFramebuffer | null;
protected framebufferTexture?: Texture;
protected texture?: Texture;
protected program?: Program;
constructor(readonly canvas: HTMLCanvasElement, readonly size: Size, useFrameBuffer: boolean) {
super(canvas, size);
this.canvas.width = size.w;
this.canvas.height = size.h;
this.onInitWebGL();
this.onInitShaders();
this.initBuffers();
if (useFrameBuffer) {
this.initFramebuffer();
}
this.onInitTextures();
this.initScene();
}
protected initFramebuffer(): void {
const gl = this.gl;
if (!gl) {
error(`gl type is ${typeof gl}`);
return;
}
// Create framebuffer object and texture.
this.framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
this.framebufferTexture = new Texture(gl, this.size, gl.RGBA);
// Create and allocate renderbuffer for depth data.
const renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, this.size.w, this.size.h);
// Attach texture and renderbuffer to the framebuffer.
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.framebufferTexture.texture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
}
protected initBuffers(): void {
let tmp;
const gl = this.gl;
if (!gl) {
error(`gl type is ${typeof gl}`);
return;
}
// Create vertex position buffer.
this.quadVPBuffer = gl.createBuffer();
if (!this.quadVPBuffer) {
error(`quadVPBuffer type is ${typeof gl}`);
return;
}
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVPBuffer);
tmp = [
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.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);
// (this.quadVPBuffer as any).itemSize = 3;
// (this.quadVPBuffer as any).numItems = 4;
/*
+--------------------+
| -1,1 (1) | 1,1 (0)
| |
| |
| |
| |
| |
| -1,-1 (3) | 1,-1 (2)
+--------------------+
*/
const scaleX = 1.0;
const scaleY = 1.0;
// Create vertex texture coordinate buffer.
this.quadVTCBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVTCBuffer);
tmp = [
scaleX, 0.0,
0.0, 0.0,
scaleX, scaleY,
0.0, scaleY
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);
}
protected mvIdentity() : void {
this.mvMatrix = Matrix.I(4);
}
protected mvMultiply(m: number): void {
this.mvMatrix = this.mvMatrix.x(m);
}
protected mvTranslate(m: number[]): void {
const $V = Vector.create;
this.mvMultiply(Matrix.Translation($V([m[0], m[1], m[2]])).ensure4x4());
}
protected setMatrixUniforms(): void {
if (!this.program) {
error(`Program type is ${typeof this.program}`);
return;
}
this.program.setMatrixUniform('uPMatrix', new Float32Array(this.perspectiveMatrix.flatten()));
this.program.setMatrixUniform('uMVMatrix', new Float32Array(this.mvMatrix.flatten()));
}
protected initScene(): void {
const gl = this.gl;
if (!gl) {
error(`gl type is ${typeof gl}`);
return;
}
// Establish the perspective with which we want to view the
// scene. Our field of view is 45 degrees, with a width/height
// ratio of 640:480, and we only want to see objects between 0.1 units
// and 100 units away from the camera.
this.perspectiveMatrix = makePerspective(45, 1, 0.1, 100.0);
// Set the drawing position to the 'identity' point, which is
// the center of the scene.
this.mvIdentity();
// Now move the drawing position a bit to where we want to start
// drawing the square.
this.mvTranslate([0.0, 0.0, -2.4]);
// Draw the cube by binding the array buffer to the cube's vertices
// array, setting attributes, and pushing it to GL.
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVPBuffer as WebGLBuffer);
gl.vertexAttribPointer(this.vertexPositionAttribute as number, 3, gl.FLOAT, false, 0, 0);
// Set the texture coordinates attribute for the vertices.
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVTCBuffer as WebGLBuffer);
gl.vertexAttribPointer(this.textureCoordAttribute as number, 2, gl.FLOAT, false, 0, 0);
this.onInitSceneTextures();
this.setMatrixUniforms();
if (this.framebuffer) {
console.log('Bound Frame Buffer');
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
}
}
public toString(): string {
return 'WebGLCanvas Size: ' + this.size;
}
protected checkLastError(operation: string): void {
if (!this.gl || !this.glNames) {
return;
}
const err = this.gl.getError();
if (err !== this.gl.NO_ERROR) {
let name = this.glNames[err];
name = (name !== undefined) ? name + '(' + err + ')' :
('Unknown WebGL ENUM (0x' + err.toString(16) + ')');
if (operation) {
console.log('WebGL Error: %s, %s', operation, name);
} else {
console.log('WebGL Error: %s', name);
}
console.trace();
}
}
protected onInitWebGL(): void {
try {
this.gl = this.canvas.getContext('experimental-webgl', {
preserveDrawingBuffer: true
}) as WebGLRenderingContext;
} catch (e: any) {
}
if (!this.gl) {
error('Unable to initialize WebGL. Your browser may not support it.');
return;
}
if (this.glNames) {
return;
}
this.glNames = {};
for (const propertyName in this.gl) {
if (this.gl.hasOwnProperty(propertyName)) {
const value = (this.gl as unknown as Record<string, number>)[propertyName];
if (typeof value === 'number') {
this.glNames[value] = propertyName;
}
}
}
}
protected onInitShaders(): void {
const gl = this.gl;
if (!gl) {
error(`gl type is ${typeof gl}`);
return;
}
this.program = new Program(gl);
this.program.attach(new Shader(gl, WebGLCanvas.vertexShaderScript));
this.program.attach(new Shader(gl, WebGLCanvas.fragmentShaderScript));
this.program.link();
this.program.use();
this.vertexPositionAttribute = this.program.getAttributeLocation('aVertexPosition');
gl.enableVertexAttribArray(this.vertexPositionAttribute as number);
this.textureCoordAttribute = this.program.getAttributeLocation('aTextureCoord');
gl.enableVertexAttribArray(this.textureCoordAttribute as number);
}
protected onInitTextures(): void {
const gl = this.gl;
if (!gl) {
error(`gl type is ${typeof gl}`);
return;
}
this.texture = new Texture(gl, this.size, gl.RGBA);
}
protected onInitSceneTextures(): void {
if (!this.texture) {
error(`texture type is ${typeof this.texture}`);
return;
}
if (!this.program) {
error(`program type is ${typeof this.texture}`);
return;
}
this.texture.bind(0, this.program, 'texture');
}
protected drawScene(): void {
const gl = this.gl;
if (!gl) {
error(`gl type is ${typeof gl}`);
return;
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
protected readPixels(buffer: Uint8Array): void {
const gl = this.gl;
if (!gl) {
error(`gl type is ${typeof gl}`);
return;
}
gl.readPixels(0, 0, this.size.w, this.size.h, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
}
}