remove dead code from aardgl, basic settings for aardGl

This commit is contained in:
Tamius Han 2020-05-14 00:00:49 +02:00
parent 43709cef34
commit ee57799005
2 changed files with 4 additions and 31 deletions

View File

@ -151,11 +151,6 @@ var ExtensionConf = {
}, },
sampleCols: 32, sampleCols: 32,
canvasDimensions: { canvasDimensions: {
blackframeCanvas: { // smaller than sample canvas, blackframe canvas is used to recon for black frames
// it's not used to detect aspect ratio by itself, so it can be tiny af
width: 16,
height: 9,
},
sampleCanvas: { // size of image sample for detecting aspect ratio. Bigger size means more accurate results, sampleCanvas: { // size of image sample for detecting aspect ratio. Bigger size means more accurate results,
// at the expense of performance. Width == sample texture size (size of webGL canvas is pegged // at the expense of performance. Width == sample texture size (size of webGL canvas is pegged
// on sample count) // on sample count)
@ -206,11 +201,6 @@ var ExtensionConf = {
thresholdStep: 8, // when failing to set aspect ratio, increase threshold by this much thresholdStep: 8, // when failing to set aspect ratio, increase threshold by this much
increaseAfterConsecutiveResets: 2 // increase if AR resets this many times in a row increaseAfterConsecutiveResets: 2 // increase if AR resets this many times in a row
}, },
sampling: {
staticCols: 9, // we take a column at [0-n]/n-th parts along the width and sample it
randomCols: 0, // we add this many randomly selected columns to the static columns
staticRows: 9, // forms grid with staticSampleCols. Determined in the same way. For black frame checks
},
guardLine: { // all pixels on the guardline need to be black, or else we trigger AR recalculation guardLine: { // all pixels on the guardline need to be black, or else we trigger AR recalculation
// (if AR fails to be recalculated, we reset AR) // (if AR fails to be recalculated, we reset AR)
enabled: true, enabled: true,
@ -229,22 +219,6 @@ var ExtensionConf = {
switches: 2, // we can switch this many times switches: 2, // we can switch this many times
period: 2.0 // per this period period: 2.0 // per this period
}, },
edgeDetection: {
sampleWidth: 8, // we take a sample this wide for edge detection
detectionThreshold: 4, // sample needs to have this many non-black pixels to be a valid edge
confirmationThreshold: 1, //
singleSideConfirmationThreshold: 3, // we need this much edges (out of all samples, not just edges) in order
// to confirm an edge in case there's no edges on top or bottom (other
// than logo, of course)
logoThreshold: 0.15, // if edge candidate sits with count greater than this*all_samples, it can't be logo
// or watermark.
edgeTolerancePx: 1, // we check for black edge violation this far from detection point
edgeTolerancePercent: null, // we check for black edge detection this % of height from detection point. unused
middleIgnoredArea: 0.2, // we ignore this % of canvas height towards edges while detecting aspect ratios
minColsForSearch: 0.5, // if we hit the edge of blackbars for all but this many columns (%-wise), we don't
// continue with search. It's pointless, because black edge is higher/lower than we
// are now. (NOTE: keep this less than 1 in case we implement logo detection)
},
pillarTest: { pillarTest: {
ignoreThinPillarsPx: 5, // ignore pillars that are less than this many pixels thick. ignoreThinPillarsPx: 5, // ignore pillars that are less than this many pixels thick.
allowMisaligned: 0.05 // left and right edge can vary this much (%) allowMisaligned: 0.05 // left and right edge can vary this much (%)

View File

@ -330,8 +330,7 @@ class AardGl {
// //
// [2] SETUP WEBGL STUFF ————————————————————————————————————————————————————————————————————————————————— // [2] SETUP WEBGL STUFF —————————————————————————————————————————————————————————————————————————————————
// //#region webgl setup
this.gl = this.canvas.getContext("webgl"); this.gl = this.canvas.getContext("webgl");
// load shaders and stuff. PixelSize for horizontalAdder should be 1/sample canvas width // load shaders and stuff. PixelSize for horizontalAdder should be 1/sample canvas width
@ -373,7 +372,7 @@ class AardGl {
// tho we could do it for every frame // tho we could do it for every frame
this.canvasScaleFactor = cheight / this.video.videoHeight; this.canvasScaleFactor = cheight / this.video.videoHeight;
//#endregion
// //
// [3] detect if we're in the fallback mode and reset guardline // [3] detect if we're in the fallback mode and reset guardline
@ -451,7 +450,7 @@ class AardGl {
this._exited = false; this._exited = false;
// set initial timestamps so frame check will trigger the first time we run the loop // set initial timestamps so frame check will trigger the first time we run the loop
let lastFrameCheckStartTime = Date.now() - (this.settings.active.arDetect.timers.playing << 1); let lastFrameCheckStartTime = Date.now() - (this.settings.active.aardGl.timers.playing << 1);
const frameCheckTimes = new Array(10).fill(-1); const frameCheckTimes = new Array(10).fill(-1);
let frameCheckBufferIndex = 0; let frameCheckBufferIndex = 0;
@ -501,7 +500,6 @@ class AardGl {
} }
var startTime = performance.now(); var startTime = performance.now();
let sampleCols = this.sampleCols.slice(0);
// //
// [0] blackframe tests (they also determine whether we need fallback mode) // [0] blackframe tests (they also determine whether we need fallback mode)
@ -551,6 +549,7 @@ class AardGl {
this.logger.log('info', 'arDetect_verbose', `%c[AardGl::frameCheck] canvas.drawImage seems to have worked`, "color:#000; backgroud:#2f5;"); this.logger.log('info', 'arDetect_verbose', `%c[AardGl::frameCheck] canvas.drawImage seems to have worked`, "color:#000; backgroud:#2f5;");
} }
// [1]
this.clearImageData(imageData); this.clearImageData(imageData);
} }