video-animation-player
Version:
webgl动画特效组件
375 lines (333 loc) • 12.9 kB
text/typescript
/*
* Tencent is pleased to support the open source community by making vap available.
*
* Copyright (C) 2020 THL A29 Limited, a Tencent company. All rights reserved.
*
* Licensed under the MIT License (the "License"); you may not use this file except in
* compliance with the License. You may obtain a copy of the License at
*
* http://opensource.org/licenses/MIT
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is
* distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
* either express or implied. See the License for the specific language governing permissions and
* limitations under the License.
*/
import { VapConfig } from './type';
import VapFrameParser from './vap-frame-parser';
import * as glUtil from './gl-util';
import VapVideo from './video';
const PER_SIZE = 9;
function computeCoord(x: number, y: number, w: number, h: number, vw: number, vh: number) {
// leftX rightX bottomY topY
return [x / vw, (x + w) / vw, (vh - y - h) / vh, (vh - y) / vh];
}
export default class WebglRenderVap extends VapVideo {
private canvas: HTMLCanvasElement;
private gl: WebGLRenderingContext;
private vertexShader: WebGLShader;
private fragmentShader: WebGLShader;
private program: WebGLProgram;
private textures: WebGLTexture[] = [];
private videoTexture: WebGLTexture;
private vertexBuffer: WebGLBuffer;
private vapFrameParser: VapFrameParser;
private imagePosLoc: WebGLUniformLocation;
constructor(options?: VapConfig) {
super();
if (options) {
this.play(options);
}
}
play(options?: VapConfig) {
if (options) {
this.setOptions(options);
}
if (!this.options?.config) {
console.error(`options.config cannot be empty.`);
return this;
}
if (options) {
this.initVideo();
// 重新解析
this.vapFrameParser = new VapFrameParser(this.options.config, this.options);
this.vapFrameParser
.init()
.then(() => {
this.initWebGL();
this.initTexture();
this.initVideoTexture();
this.options.fps = this.vapFrameParser.config.info.fps || 30;
super.play();
})
.catch((e) => {
this.vapFrameParser = null;
console.error('[Alpha video] parse vap frame error.', e);
return this;
});
} else {
super.play();
}
return this;
}
initWebGL() {
let { canvas, gl, vertexShader, fragmentShader, program } = this;
const { width, height } = this.options;
if (!canvas) {
canvas = document.createElement('canvas');
}
const { vapFrameParser } = this;
const { w, h } = vapFrameParser.config.info;
canvas.width = width || w;
canvas.height = height || h;
this.container.appendChild(canvas);
if (!gl) {
gl = canvas.getContext('webgl') || (canvas.getContext('experimental-webgl') as WebGLRenderingContext);
gl.disable(gl.BLEND);
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
}
gl.viewport(0, 0, canvas.width, canvas.height);
if (!vertexShader) {
vertexShader = this.initVertexShader(gl);
}
if (fragmentShader && program) {
glUtil.cleanWebGL(gl, { program, shaders: [fragmentShader] });
}
const { srcData } = vapFrameParser;
fragmentShader = this.initFragmentShader(gl, Object.keys(srcData).length);
program = glUtil.createProgram(gl, vertexShader, fragmentShader);
this.canvas = canvas;
this.gl = gl;
this.vertexShader = vertexShader;
this.fragmentShader = fragmentShader;
this.program = program;
this.imagePosLoc = null;
return gl;
}
/**
* 顶点着色器
*/
initVertexShader(gl: WebGLRenderingContext) {
return glUtil.createShader(
gl,
gl.VERTEX_SHADER,
`attribute vec2 a_position; // 接受顶点坐标
attribute vec2 a_texCoord; // 接受纹理坐标
attribute vec2 a_alpha_texCoord; // 接受纹理坐标
varying vec2 v_alpha_texCoord; // 接受纹理坐标
varying vec2 v_texcoord; // 传递纹理坐标给片元着色器
void main(void){
gl_Position = vec4(a_position, 0.0, 1.0); // 设置坐标
v_texcoord = a_texCoord; // 设置纹理坐标
v_alpha_texCoord = a_alpha_texCoord; // 设置纹理坐标
}`
);
}
/**
* 片元着色器
*/
initFragmentShader(gl: WebGLRenderingContext, textureSize) {
const bgColor = `vec4(texture2D(u_image_video, v_texcoord).rgb, texture2D(u_image_video,v_alpha_texCoord).r);`;
let sourceTexure = '';
let sourceUniform = '';
if (textureSize > 0) {
const bufferSize = textureSize * PER_SIZE;
const imgColor = [];
const samplers = [];
for (let i = 0; i < textureSize; i++) {
imgColor.push(
`if(ndx == ${i + 1}){
color = texture2D(u_image${i + 1},uv);
}`
);
samplers.push(`uniform sampler2D u_image${i + 1};`);
}
sourceUniform = `
${samplers.join('\n')}
uniform float image_pos[${bufferSize}];
vec4 getSampleFromArray(int ndx, vec2 uv) {
vec4 color;
${imgColor.join(' else ')}
return color;
}
`;
sourceTexure = `
vec4 srcColor,maskColor;
vec2 srcTexcoord,maskTexcoord;
int srcIndex;
float x1,x2,y1,y2,mx1,mx2,my1,my2; //显示的区域
for(int i=0;i<${bufferSize};i+= ${PER_SIZE}){
if ((int(image_pos[i]) > 0)) {
srcIndex = int(image_pos[i]);
x1 = image_pos[i+1];
x2 = image_pos[i+2];
y1 = image_pos[i+3];
y2 = image_pos[i+4];
mx1 = image_pos[i+5];
mx2 = image_pos[i+6];
my1 = image_pos[i+7];
my2 = image_pos[i+8];
if (v_texcoord.s>x1 && v_texcoord.s<x2 && v_texcoord.t>y1 && v_texcoord.t<y2) {
srcTexcoord = vec2((v_texcoord.s-x1)/(x2-x1),(v_texcoord.t-y1)/(y2-y1));
maskTexcoord = vec2(mx1+srcTexcoord.s*(mx2-mx1),my1+srcTexcoord.t*(my2-my1));
srcColor = getSampleFromArray(srcIndex,srcTexcoord);
maskColor = texture2D(u_image_video, maskTexcoord);
srcColor.a = srcColor.a*(maskColor.r);
bgColor = vec4(srcColor.rgb*srcColor.a,srcColor.a) + (1.0-srcColor.a)*bgColor;
}
}
}
`;
}
const fragmentShader = `
precision lowp float;
varying vec2 v_texcoord;
varying vec2 v_alpha_texCoord;
uniform sampler2D u_image_video;
${sourceUniform}
void main(void) {
vec4 bgColor = ${bgColor}
${sourceTexure}
gl_FragColor = bgColor;
}
`;
return glUtil.createShader(gl, gl.FRAGMENT_SHADER, fragmentShader);
}
initTexture() {
const { gl, vapFrameParser, textures } = this;
if (!vapFrameParser || !vapFrameParser.srcData) {
return;
}
const resources = vapFrameParser.srcData;
// 0分配给video
let i = 1;
for (const key in resources) {
const resource = resources[key];
const texture = textures[i - 1];
if (texture) {
// 复用
gl.activeTexture(gl.TEXTURE0 + i);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, resource.img);
} else {
this.textures.push(glUtil.createTexture(gl, i, resource.img));
}
const sampler = gl.getUniformLocation(this.program, `u_image${i}`);
gl.uniform1i(sampler, i);
this.vapFrameParser.textureMap[resource.srcId] = i++;
}
}
initVideoTexture() {
const { gl, vapFrameParser, program } = this;
if (!vapFrameParser || !vapFrameParser.config || !vapFrameParser.config.info) {
return;
}
// video texture
if (!this.videoTexture) {
this.videoTexture = glUtil.createTexture(gl, 0);
}
const sampler = gl.getUniformLocation(program, `u_image_video`);
gl.uniform1i(sampler, 0);
gl.activeTexture(gl.TEXTURE0);
const info = vapFrameParser.config.info;
const { videoW: vW, videoH: vH } = info;
const [rgbX, rgbY, rgbW, rgbH] = info.rgbFrame;
const [aX, aY, aW, aH] = info.aFrame;
const rgbCoord = computeCoord(rgbX, rgbY, rgbW, rgbH, vW, vH);
const aCoord = computeCoord(aX, aY, aW, aH, vW, vH);
const view = new Float32Array([
...[-1, 1, rgbCoord[0], rgbCoord[3], aCoord[0], aCoord[3]],
...[1, 1, rgbCoord[1], rgbCoord[3], aCoord[1], aCoord[3]],
...[-1, -1, rgbCoord[0], rgbCoord[2], aCoord[0], aCoord[2]],
...[1, -1, rgbCoord[1], rgbCoord[2], aCoord[1], aCoord[2]],
]);
if (!this.vertexBuffer) {
this.vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
}
gl.bufferData(gl.ARRAY_BUFFER, view, gl.STATIC_DRAW);
// 将缓冲区对象分配给a_position变量、a_texCoord变量
const size = view.BYTES_PER_ELEMENT;
const aPosition = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, size * 6, 0); // 顶点着色器位置
const aTexCoord = gl.getAttribLocation(program, 'a_texCoord');
gl.enableVertexAttribArray(aTexCoord);
gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, size * 6, size * 2); // rgb像素位置
const aAlphaTexCoord = gl.getAttribLocation(program, 'a_alpha_texCoord');
gl.enableVertexAttribArray(aAlphaTexCoord);
gl.vertexAttribPointer(aAlphaTexCoord, 2, gl.FLOAT, false, size * 6, size * 4); // rgb像素位置
}
drawFrame(_, info) {
const { gl, vapFrameParser, video, options } = this;
if (!gl) {
super.drawFrame(_, info);
return;
}
const frame =
!options.loop && info?.presentedFrames > 0
? info.presentedFrames - 1
: Math.round(video.currentTime * options.fps) + options.offset;
// console.info('frame:', info.presentedFrames - 1, Math.round(this.video.currentTime * this.options.fps));
const frameData = vapFrameParser.getFrame(frame);
if (frameData?.obj) {
let posArr = [];
const { videoW: vW, videoH: vH, rgbFrame } = vapFrameParser.config.info;
frameData.obj.forEach((frame) => {
// 有可能用户没有传入src
const imgIndex = vapFrameParser.textureMap[frame.srcId];
if (imgIndex > 0) {
posArr[posArr.length] = imgIndex;
// frame坐标是最终展示坐标,这里glsl中计算使用视频坐标
const [rgbX, rgbY] = rgbFrame;
const [x, y, w, h] = frame.frame;
const [mX, mY, mW, mH] = frame.mFrame;
const coord = computeCoord(x + rgbX, y + rgbY, w, h, vW, vH);
const mCoord = computeCoord(mX, mY, mW, mH, vW, vH);
posArr = posArr.concat(coord).concat(mCoord);
}
});
if (posArr.length) {
this.imagePosLoc = this.imagePosLoc || gl.getUniformLocation(this.program, 'image_pos');
gl.uniform1fv(this.imagePosLoc, new Float32Array(posArr));
}
}
this.trigger('frame', frame + 1, frameData, vapFrameParser.config);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, video); // 指定二维纹理方式
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
super.drawFrame(_, info);
}
// 清理数据,为下一次播放做准备
clear() {
super.clear();
const { gl } = this;
// 清除界面,解决连续播放时,第一帧是上一个mp4最后一帧的问题
gl.clear(gl.COLOR_BUFFER_BIT);
}
// 销毁,释放webgl资源,销毁后调用play,资源会重新初始化
destroy() {
super.destroy();
const { canvas, gl, vertexShader, fragmentShader, program, textures, videoTexture, vertexBuffer } = this;
if (canvas) {
canvas.parentNode && canvas.parentNode.removeChild(canvas);
this.canvas = null;
}
if (gl) {
glUtil.cleanWebGL(gl, {
program,
shaders: [vertexShader, fragmentShader],
textures: [...textures, videoTexture],
buffers: [vertexBuffer],
});
}
this.gl = null;
this.vertexShader = null;
this.fragmentShader = null;
this.program = null;
this.imagePosLoc = null;
this.vertexBuffer = null;
this.videoTexture = null;
this.textures = [];
}
}