396 lines
13 KiB
Vue
396 lines
13 KiB
Vue
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"use strict";
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//顶点着色器
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//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;
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// vertexPos即我们定义的顶点坐标;
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// gl_Position是一个内建的传出变量。
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var vertexYUVShader = [
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'attribute vec4 vertexPos;',
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'attribute vec2 texturePos;',
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'varying vec2 textureCoord;',
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'void main()',
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'{',
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'gl_Position = vertexPos;',
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'textureCoord = texturePos;',
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'}'
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].join('\n');
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//像素着色器(yuv->rgb)
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var fragmentYUVShader = [
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'precision highp float;',
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'varying highp vec2 textureCoord;',
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'uniform sampler2D ySampler;',
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'uniform sampler2D uSampler;',
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'uniform sampler2D vSampler;',
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'const mat4 YUV2RGB = mat4',
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'(',
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'1.1643828125, 0, 1.59602734375, -.87078515625,',
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'1.1643828125, -.39176171875, -.81296875, .52959375,',
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'1.1643828125, 2.017234375, 0, -1.081390625,',
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'0, 0, 0, 1',
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');',
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'void main(void) {',
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'highp float y = texture2D(ySampler, textureCoord).r;',
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'highp float u = texture2D(uSampler, textureCoord).r;',
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'highp float v = texture2D(vSampler, textureCoord).r;',
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'gl_FragColor = vec4(y, u, v, 1) * YUV2RGB;',
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'}'
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].join('\n');
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(function (root, factory) {
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root.SuperRender = factory();
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}(this, function () {
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function RenderManager(canvas) {
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this.canvasElement = document.getElementById(canvas);
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this.initContextGL();
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if(this.contextGL) {
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this.YUVProgram = this.initProgram(vertexYUVShader, fragmentYUVShader);
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this.initBuffers();
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this.initTextures();
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}
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};
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/**
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* 初始化WebGL上下文
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*/
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RenderManager.prototype.initContextGL = function() {
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var canvas = this.canvasElement;
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var gl = null;
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try {
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gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
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} catch (e) {
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gl = null;
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}
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if(!gl || typeof gl.getParameter !== "function") {
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gl = null;
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}
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this.contextGL = gl;
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console.log("WebGL1.0");
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};
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/**
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* 初始化着色器程序
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* @param vertexShaderScript 顶点着色器脚本
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* @param fragmentShaderScript 片段着色器脚本
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*/
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RenderManager.prototype.initProgram = function(vertexShaderScript, fragmentShaderScript) {
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var gl = this.contextGL;
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var vertexShader = gl.createShader(gl.VERTEX_SHADER); //创建定点着色器
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gl.shaderSource(vertexShader, vertexShaderScript);
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gl.compileShader(vertexShader);
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if(!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
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console.log('Vertex shader failed to compile: ' + gl.getShaderInfoLog(vertexShader));
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}
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var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, fragmentShaderScript);
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gl.compileShader(fragmentShader);
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if(!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
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console.log('Fragment shader failed to compile: ' + gl.getShaderInfoLog(fragmentShader));
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}
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var program = gl.createProgram();
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.log('Program failed to compile: ' + gl.getProgramInfoLog(program));
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}
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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return program;
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};
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/**
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* 初始化数据缓存
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*/
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RenderManager.prototype.initBuffers = function() {
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var gl = this.contextGL;
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var vertexPosBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 1, -1, 1, 1, -1, -1, -1]), gl.STATIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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var texturePosBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texturePosBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1, 0, 0, 0, 1, 1, 0, 1]), gl.DYNAMIC_DRAW);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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this.vertexPosBuffer = vertexPosBuffer;
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this.texturePosBuffer = texturePosBuffer;
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};
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/**
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* 创建纹理
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*/
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RenderManager.prototype.initTexture = function() {
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var gl = this.contextGL;
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var textureRef = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, textureRef);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.bindTexture(gl.TEXTURE_2D, null);
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return textureRef;
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};
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/**
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* 初始化YUV纹理
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*/
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RenderManager.prototype.initTextures = function() {
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var gl = this.contextGL;
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var program = this.YUVProgram;
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gl.useProgram(program);
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var yTextureRef = this.initTexture();
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var ySamplerRef = gl.getUniformLocation(program, 'ySampler');
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gl.uniform1i(ySamplerRef, 0);
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this.yTextureRef = yTextureRef;
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var uTextureRef = this.initTexture();
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var uSamplerRef = gl.getUniformLocation(program, 'uSampler');
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gl.uniform1i(uSamplerRef, 1);
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this.uTextureRef = uTextureRef;
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var vTextureRef = this.initTexture();
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var vSamplerRef = gl.getUniformLocation(program, 'vSampler');
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gl.uniform1i(vSamplerRef, 2);
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this.vTextureRef = vTextureRef;
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gl.useProgram(null);
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};
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/**
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* 显示帧数据
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* @param nWidth 宽度
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* @param nHeight 高度
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* @param nHeight 帧数据
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*/
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RenderManager.prototype.SR_DisplayFrameData = function(nWidth, nHeight, pData,dWidth,dHeight) {
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if(nWidth <= 0 || nHeight <= 0)
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{
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return;
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}
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var gl = this.contextGL;
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if(null == pData)
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{
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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return;
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}
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var canvas = this.canvasElement;
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this.nWindowWidth = canvas.width;
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this.nWindowHeight = canvas.height;
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var nWindowWidth = this.nWindowWidth;
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var nWindowHeight = this.nWindowHeight;
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gl.clearColor(0.8, 0.8, 1.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.viewport(0, 0, nWindowWidth, nWindowHeight);
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this.updateFrameData(nWidth, nHeight, pData,dWidth,dHeight);
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var program = this.YUVProgram;
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gl.useProgram(program);
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var vertexPosBuffer = this.vertexPosBuffer;
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
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var vertexPosRef = gl.getAttribLocation(program, 'vertexPos');
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gl.enableVertexAttribArray(vertexPosRef);
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gl.vertexAttribPointer(vertexPosRef, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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var texturePosBuffer = this.texturePosBuffer;
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gl.bindBuffer(gl.ARRAY_BUFFER, texturePosBuffer);
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var texturePosRef = gl.getAttribLocation(program, 'texturePos');
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gl.enableVertexAttribArray(texturePosRef);
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gl.vertexAttribPointer(texturePosRef, 2, gl.FLOAT, false, 0, 0);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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gl.disableVertexAttribArray(vertexPosRef);
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gl.disableVertexAttribArray(texturePosRef);
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gl.useProgram(null);
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};
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/**
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* 上传YUV数据到纹理
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* @param nWidth 宽度
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* @param nHeight 高度
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* @param nHeight 帧数据
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*/
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RenderManager.prototype.updateFrameData = function(width, height, data,dWidth,dHeight) {
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var gl = this.contextGL;
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var yTextureRef = this.yTextureRef;
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var uTextureRef = this.uTextureRef;
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var vTextureRef = this.vTextureRef;
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var i420Data = data;
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// debugger;
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if(width == dWidth && height == dHeight)
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{
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var yDataLength = width * height;
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var yData = i420Data.subarray(0, yDataLength);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, yTextureRef);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, yData);
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var cbDataLength = width/2 * height/2;
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var cbData = i420Data.subarray(width*height, width*height + cbDataLength);
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, uTextureRef);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width/2, height/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, cbData);
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var crDataLength = cbDataLength;
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var crData = i420Data.subarray(width*height + width*height/4, width*height + width*height/4 + crDataLength);
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gl.activeTexture(gl.TEXTURE2);
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gl.bindTexture(gl.TEXTURE_2D, vTextureRef);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width/2, height/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, crData);
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}
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else
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{
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// //裁剪宽
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var yDataLength = dWidth * dHeight;
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var yData=new Uint8Array(yDataLength) ;
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for(var i=0;i<dHeight;i++)
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{
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//var ySonData=new Uint8Array(dWidth) ;
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var ySonData = i420Data.subarray(i*width, i*width+dWidth);
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for (var j = 0; j < dWidth; j++) {
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yData[i*dWidth + j] = ySonData[j];
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}
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}
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, yTextureRef);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, dWidth, dHeight, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, yData);
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yData=null;
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ySonData=null;
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var cbDataLength = dWidth/2 * dHeight/2;
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var cbData =new Uint8Array(cbDataLength);
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//var cbSonData=new Uint8Array(dWidth/2) ;
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for(var i=0;i<dHeight/2;i++)
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{
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var cbSonData = i420Data.subarray(width*height+i*width/2, width*height+i*width/2+dWidth/2);
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for (var j = 0; j < dWidth/2; j++) {
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cbData[i*dWidth/2 + j] = cbSonData[j];
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}
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}
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, uTextureRef);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, dWidth/2, dHeight/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, cbData);
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cbData=null;
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cbSonData=null;
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var crDataLength = cbDataLength;
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var crData = new Uint8Array(crDataLength);
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for(var i=0;i<dHeight/2;i++)
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{
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var crSonData = i420Data.subarray(width*height*5/4+i*width/2, width*height*5/4+i*width/2+dWidth/2);
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for (var j = 0; j < dWidth/2; j++) {
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crData[i*dWidth/2 + j] = crSonData[j];
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}
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}
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gl.activeTexture(gl.TEXTURE2);
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gl.bindTexture(gl.TEXTURE_2D, vTextureRef);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, dWidth/2, dHeight/2, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, crData);
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crData=null;
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crSonData=null;
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}
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};
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/**
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* 设置显示区域
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* @param stDisplayRect 显示区域
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*/
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RenderManager.prototype.SR_SetDisplayRect = function(stDisplayRect) {
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var gl = this.contextGL;
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var nWindowWidth = this.nWindowWidth;
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var nWindowHeight = this.nWindowHeight;
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var texturePosValues = null;
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if(stDisplayRect && nWindowWidth > 0 && nWindowHeight > 0) {
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var fLeft = stDisplayRect.left / nWindowWidth;
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var fTop = stDisplayRect.top / nWindowHeight;
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var fRight = stDisplayRect.right / nWindowWidth;
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var fBottom = stDisplayRect.bottom / nWindowHeight;
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texturePosValues = new Float32Array([fRight, fTop, fLeft, fTop, fRight, fBottom, fLeft, fBottom]);
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}
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else {
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texturePosValues = new Float32Array([1, 0, 0, 0, 1, 1, 0, 1]);
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}
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var texturePosBuffer = this.texturePosBuffer;
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gl.bindBuffer(gl.ARRAY_BUFFER, texturePosBuffer);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, texturePosValues);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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};
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/**
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* 释放显示资源
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*/
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RenderManager.prototype.SR_Destroy = function() {
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var gl = this.contextGL;
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var YUVProgram = this.YUVProgram;
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gl.deleteProgram(YUVProgram);
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var vertexPosBuffer = this.vertexPosBuffer;
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var texturePosBuffer = this.texturePosBuffer;
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gl.deleteBuffer(vertexPosBuffer);
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gl.deleteBuffer(texturePosBuffer);
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var yTextureRef = this.yTextureRef;
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var uTextureRef = this.uTextureRef;
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var vTextureRef = this.vTextureRef;
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gl.deleteTexture(yTextureRef);
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gl.deleteTexture(uTextureRef);
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gl.deleteTexture(vTextureRef);
|
|||
|
//gl.getExtension('WEBGL_lose_context').loseContext();
|
|||
|
};
|
|||
|
|
|||
|
return RenderManager;
|
|||
|
|
|||
|
}));
|