Further fixes to AardGl
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56456bddda
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@ -44,6 +44,12 @@ class AardGl {
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this.canDoFallbackMode = false;
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this.logger.log('info', 'init', `[AardGl::ctor] creating new AardGl. arid: ${this.arid}`);
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this.glData = {
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positionBuffer: null,
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textureCoordsBuffer: null,
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textureCoordsLocation: null
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};
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}
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/**
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@ -198,11 +204,29 @@ class AardGl {
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}
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//#endregion
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//#region WebGL helpers
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glInitBuffers(width, height) {
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// create buffers and bind them
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this.glData.positionBuffer = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl, this.glData.positionBuffer);
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// create rectangle for drawing
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this.glSetRectangle(this.gl, width, height);
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// create texture coordinate buffer
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this.glData.textureCoordsBuffer = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.glData.textureCoordsBuffer);
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// this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array([0.0, 0.0, 1.0, ))
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// create a texture
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}
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glSetRectangle(glContext, width, height) {
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glContext.bufferData(glContext.ARRAY_BUFFER, new Float32Array([
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0, 0,
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width, 0,
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0, height,
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0, 0, //
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0, height, // this triangle is flipped. This and
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width, 0, // this line are swapped over for experiment
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0, height,
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width, 0,
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width, height
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@ -224,7 +248,7 @@ class AardGl {
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// check if shader was compiled successfully
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if (! glContext.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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this.logger.log('error', ['init', 'debug', 'arDetect'], `%c[AardGl::setupShader] <@${this.arid}> Failed to setup shader. Error given:`, glContext.getShaderInfoLog(), _ard_console_stop);
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this.logger.log('error', ['init', 'debug', 'arDetect'], `%c[AardGl::setupShader] <@${this.arid}> Failed to setup shader. Error given:`, this.gl.getShaderInfoLog(shader), _ard_console_stop);
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glContext.deleteShader(shader);
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return null;
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}
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@ -241,11 +265,12 @@ class AardGl {
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console.log(glContext, shaders);
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const program = glContext.createProgram();
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for (const shader of shaders) {
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console.log("shader", shader);
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glContext.attachShader(program, shader);
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}
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glContext.linkProgram(program);
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if (! glContext.getProgramParameter(program, glContext.LINK_STATUS)) {
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this.logger.log('error', ['init', 'debug', 'arDetect'], `%c[AardGl::setupProgram] <@${this.arid}> Failed to setup program.`, glContext.getProgramInfoLog(), _ard_console_stop);
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this.logger.log('error', ['init', 'debug', 'arDetect'], `%c[AardGl::setupProgram] <@${this.arid}> Failed to setup program.`, glContext.getProgramInfoLog(program), _ard_console_stop);
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return null;
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}
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@ -343,42 +368,8 @@ class AardGl {
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//
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// [2] SETUP WEBGL STUFF —————————————————————————————————————————————————————————————————————————————————
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//#region webgl setup
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this.gl = this.canvas.getContext("webgl");
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// load shaders and stuff. PixelSize for horizontalAdder should be 1/sample canvas width
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const vertexShaderSrc = getBasicVertexShader();
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const horizontalAdderShaderSrc = generateHorizontalAdder(10, 1 / cwidth); // todo: unhardcode 10 as radius
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// compile shaders
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const vertexShader = this.compileShader(this.gl, vertexShaderSrc, this.gl.VERTEX_SHADER);
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const horizontalAdderShader = this.compileShader(this.gl, horizontalAdderShaderSrc, this.gl.FRAGMENT_SHADER);
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// link shaders to program
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this.glProgram = this.compileProgram(this.gl, [vertexShader, horizontalAdderShader]);
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// look up where the vertex data needs to go
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// const positionLocation = this.gl.getAttributeLocation(glProgram, 'a_position');
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// const textureCoordsLocation = this.gl.getAttributeLocation(glProgram, 'a_textureCoords');
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// create buffers and bind them
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this.positionBuffer = this.gl.createBuffer();
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this.textureCoordsBuffer = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl, this.positionBuffer);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureCoordsBuffer);
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// create a texture
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this.texture = this.gl.createTexture();
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
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// set some parameters
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// btw we don't need to set gl.TEXTURE_WRAP_[S|T], because it's set to repeat by default — which is what we want
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this.gl.texParameteri(this.gl, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
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this.gl.texParameteri(this.gl, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
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// we need a rectangle. This is output data, not texture. This means that the size of the rectangle should be
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// [sample count] x height of the sample, as shader can sample frame at a different resolution than what gets
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// rendered here. We don't need all horizontal pixels on our output. We do need all vertical pixels, though)
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this.glSetRectangle(this.gl, this.settings.active.aard.sampleCols, cheight);
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this.glSetup();
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// do setup once
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// tho we could do it for every frame
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@ -433,6 +424,43 @@ class AardGl {
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console.log("DRAWING BUFFER SIZE:", this.gl.drawingBufferWidth, '×', this.gl.drawingBufferHeight);
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}
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glSetup(cwidth, cheight) {
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this.gl = this.canvas.getContext("webgl");
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// load shaders and stuff. PixelSize for horizontalAdder should be 1/sample canvas width
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const vertexShaderSrc = getBasicVertexShader();
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const horizontalAdderShaderSrc = generateHorizontalAdder(10, 1 / cwidth); // todo: unhardcode 10 as radius
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// compile shaders
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const vertexShader = this.compileShader(this.gl, vertexShaderSrc, this.gl.VERTEX_SHADER);
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const horizontalAdderShader = this.compileShader(this.gl, horizontalAdderShaderSrc, this.gl.FRAGMENT_SHADER);
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// link shaders to program
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this.glProgram = this.compileProgram(this.gl, [vertexShader, horizontalAdderShader]);
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// look up where the vertex data needs to go
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// const positionLocation = this.gl.getAttributeLocation(glProgram, 'a_position');
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// const textureCoordsLocation = this.gl.getAttributeLocation(glProgram, 'a_textureCoords');
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this.glInitBuffers(this.settings.active.aard.sampleCols, cheight);
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this.texture = this.gl.createTexture();
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this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
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// texture is half-transparent blue by default. Helps with debugging.
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this.gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, [0, 0, 255, 128]);
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// set some parameters
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// btw we don't need to set gl.TEXTURE_WRAP_[S|T], because it's set to repeat by default — which is what we want
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this.gl.texParameteri(this.gl, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
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this.gl.texParameteri(this.gl, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
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// we need a rectangle. This is output data, not texture. This means that the size of the rectangle should be
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// [sample count] x height of the sample, as shader can sample frame at a different resolution than what gets
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// rendered here. We don't need all horizontal pixels on our output. We do need all vertical pixels, though)
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this.glSetRectangle(this.gl, this.settings.active.aard.sampleCols, cheight);
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}
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drawScene() {
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// clear canvas
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this.gl.clearColor(0.0, 0.0, 1.0, 0.5);
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@ -440,13 +468,17 @@ class AardGl {
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this.gl.useProgram(this.glProgram);
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this.gl.bindBuffer(this.gl, this.positionBuffer);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureCoordsBuffer);
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this.gl.bindBuffer(this.gl, this.glData.positionBuffer);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.glData.textureCoordsBuffer);
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// this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, framebuffer)
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// run our program
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this.gl.useProgram(this.glProgram);
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this.gl.drawElements(this.gl.TRIANGLES, )
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// get the pixels back out:
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// this.gl.readPixels(0, 0, width, height, format, type, pixels)
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this.gl.readPixels(0, 0, width, height, this.gl.RGBA, this.gl.UNSIGNED_BYTE, this.pixelBuffer);
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}
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updateTexture() {
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@ -550,13 +582,13 @@ class AardGl {
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}
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frameCheck(){
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try {
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if(! this.video){
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this.logger.log('error', 'debug', `%c[AardGl::frameCheck] <@${this.arid}> Video went missing. Destroying current instance of videoData.`);
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this.conf.destroy();
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return;
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}
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console.info("frame check into happenings")
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// we dont have blackframe canvas atm
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// if (!this.blackframeContext) {
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@ -587,9 +619,16 @@ class AardGl {
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this.logger.log('error', 'aardGl', `%c[AardGl::frameCheck] <@${this.arid}> Something went wrong while trying to update/draw video frame with gl!`, "color:#000; backgroud:#f51;", e);
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}
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console.log("TEXTURE DRAWN!")
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console.log("TEXTURE DRAWN!", this.pixelBuffer)
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// [N] clear data
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this.clearImageData(imageData);
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} catch (e) {
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this.logger.log('error', 'debug', `%c[AardGl::frameCheck] <@${this.arid}> Error during framecheck.`, "background: #000; color: #fa2", e);
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}
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}
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/**
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