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| import BaseGLEffect from '@/common/components/video/effects/BaseGLEffect'; |
| import { |
| EffectFrameContext, |
| EffectInit, |
| } from '@/common/components/video/effects/Effect'; |
| import vertexShaderSource from '@/common/components/video/effects/shaders/DefaultVert.vert?raw'; |
| import fragmentShaderSource from '@/common/components/video/effects/shaders/NoisyMask.frag?raw'; |
| import {Tracklet} from '@/common/tracker/Tracker'; |
| import {RLEObject, decode} from '@/jscocotools/mask'; |
| import invariant from 'invariant'; |
| import {CanvasForm} from 'pts'; |
|
|
| export default class NoisyMaskEffect extends BaseGLEffect { |
| private _numMasks: number = 0; |
| private _numMasksUniformLocation: WebGLUniformLocation | null = null; |
| private _currentFrameLocation: WebGLUniformLocation | null = null; |
|
|
| constructor() { |
| super(1); |
| this.vertexShaderSource = vertexShaderSource; |
| this.fragmentShaderSource = fragmentShaderSource; |
| } |
|
|
| protected setupUniforms( |
| gl: WebGL2RenderingContext, |
| program: WebGLProgram, |
| init: EffectInit, |
| ): void { |
| super.setupUniforms(gl, program, init); |
|
|
| this._numMasksUniformLocation = gl.getUniformLocation(program, 'uNumMasks'); |
| gl.uniform1i(this._numMasksUniformLocation, this._numMasks); |
|
|
| this._currentFrameLocation = gl.getUniformLocation( |
| program, |
| 'uCurrentFrame', |
| ); |
| gl.uniform1f(this._currentFrameLocation, 0); |
| } |
|
|
| apply(form: CanvasForm, context: EffectFrameContext, _tracklets: Tracklet[]) { |
| const gl = this._gl; |
| const program = this._program; |
|
|
| if (!program) { |
| return; |
| } |
| invariant(gl !== null, 'WebGL2 context is required'); |
|
|
| gl.clearColor(0.0, 0.0, 0.0, 1.0); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
|
|
| |
| gl.uniform1f(this._currentFrameLocation, context.frameIndex); |
| gl.uniform1i(this._numMasksUniformLocation, context.masks.length); |
|
|
| |
| context.masks.forEach((mask, index) => { |
| const maskTexture = gl.createTexture(); |
| const decodedMask = decode([mask.bitmap as RLEObject]); |
| const maskData = decodedMask.data as Uint8Array; |
| gl.activeTexture(gl.TEXTURE0 + index); |
| gl.bindTexture(gl.TEXTURE_2D, maskTexture); |
|
|
| |
| gl.uniform1i( |
| gl.getUniformLocation(program, `uMaskTexture${index}`), |
| index, |
| ); |
|
|
| gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); |
| gl.texImage2D( |
| gl.TEXTURE_2D, |
| 0, |
| gl.LUMINANCE, |
| context.height, |
| context.width, |
| 0, |
| gl.LUMINANCE, |
| gl.UNSIGNED_BYTE, |
| maskData, |
| ); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
| gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
| 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.drawArrays(gl.TRIANGLE_STRIP, 0, 4); |
| }); |
|
|
| const ctx = form.ctx; |
| invariant(this._canvas !== null, 'canvas is required'); |
| ctx.drawImage(this._canvas, 0, 0); |
| } |
| } |
|
|