WIP aardgl work, before switching back to master
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@ -325,6 +325,17 @@ class AardGl {
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this.blackframeCanvas.width = this.settings.active.aard.canvasDimensions.blackframeCanvas.width;
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this.blackframeCanvas.height = this.settings.active.aard.canvasDimensions.blackframeCanvas.height;
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// FOR DEBUG PURPOSES ONLY — REMOVE!
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var body = document.getElementsByTagName('body')[0];
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this.canvas.style.position = "absolute";
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this.canvas.style.left = `50px`;
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this.canvas.style.top = `50px`;
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this.canvas.style.zIndex = 10002;
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body.appendChild(this.canvas);
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// END FOR DEBUG PURPOSES ONLY
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// this.context = this.canvas.getContext("2d");
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this.pixelBuffer = new Uint8Array(cwidth * cheight * 4);
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@ -343,17 +354,17 @@ class AardGl {
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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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const glProgram = this.compileProgram(this.gl, [vertexShader, horizontalAdderShader]);
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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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const positionBuffer = this.gl.createBuffer();
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const textureCoordsBuffer = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl, positionBuffer);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, textureCoordsBuffer);
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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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@ -422,7 +433,23 @@ 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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drawFrame() {
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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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this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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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.bindFramebuffer(this.gl.FRAMEBUFFER, framebuffer)
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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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}
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updateTexture() {
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const level = 0;
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const internalFormat = this.gl.RGBA;
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const sourceFormat = this.gl.RGBA;
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@ -437,22 +464,27 @@ class AardGl {
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this.gl.texImage2D(gl.TEXTURE_2D, level, internalformat, sourceFormat, sourceType, this.video);
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// }
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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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}
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async main() {
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this.logger.log('info', 'debug', `"%c[AardGl::main] <@${this.arid}> Entering main function.`, _ard_console_start);
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if (this._paused) {
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// unpause if paused
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this._paused = false;
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return; // main loop still keeps executing. Return is needed to avoid a million instances of autodetection
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}
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console.log("we werent paused");
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if (!this._halted) {
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// we are already running, don't run twice
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// this would have handled the 'paused' from before, actually.
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return;
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}
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console.log("we werent halted");
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let exitedRetries = 10;
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while (!this._exited && exitedRetries --> 0) {
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@ -464,7 +496,9 @@ class AardGl {
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return;
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}
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this.logger.log('info', 'debug', `%c[AardGl::main] <@${this.arid}> Previous instance didn't exit in time. Not starting a new one.`);
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console.log("no other instances")
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this.logger.log('info', 'debug', `%c[AardGl::main] <@${this.arid}> Starting a new instance.`);
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// we need to unhalt:
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this._halted = false;
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@ -477,6 +511,9 @@ class AardGl {
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let frameCheckBufferIndex = 0;
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let fcstart, fctime;
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this.logger.log('info', 'debug', `"%c[AardGl::start] <@${this.arid}> Starting aardGL loop!`, _ard_console_start);
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try {
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while (this && !this._halted) {
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// NOTE: we separated tickrate and inter-check timeouts so that when video switches
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// state from 'paused' to 'playing', we don't need to wait for the rest of the longer
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@ -504,6 +541,9 @@ class AardGl {
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await this.nextFrame();
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}
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} catch (e) {
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this.logger.log('error', 'debug', `%c[AardGl::main] <@${this.arid}> Main autodetection loop crashed. Reason?`, e, _ard_console_stop);
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}
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this.logger.log('info', 'debug', `%c[AardGl::main] <@${this.arid}> Main autodetection loop exited. Halted? ${this._halted}`, _ard_console_stop);
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this._exited = true;
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@ -516,9 +556,12 @@ class AardGl {
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return;
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}
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if (!this.blackframeContext) {
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this.init();
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}
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console.info("frame check into happenings")
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// we dont have blackframe canvas atm
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// if (!this.blackframeContext) {
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// this.init();
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// }
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var startTime = performance.now();
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@ -528,7 +571,7 @@ class AardGl {
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let imageData;
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try {
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this.drawFrame();
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// this.drawFrame();
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this.fallbackMode = false;
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@ -536,10 +579,15 @@ class AardGl {
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this.logger.log('error', 'arDetect', `%c[AardGl::frameCheck] <@${this.arid}> %c[AardGl::frameCheck] can't draw image on canvas. ${this.canDoFallbackMode ? 'Trying canvas.drawWindow instead' : 'Doing nothing as browser doesn\'t support fallback mode.'}`, "color:#000; backgroud:#f51;", e);
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}
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// [1]
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// [1] update frame
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try {
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this.updateTexture();
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this.drawScene();
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} catch (e) {
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this.logger.log('error', 'aardGl', `%c[AardGl::frameCheck] <@${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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this.clearImageData(imageData);
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}
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