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/**
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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 {hexToRgb} from '@/common/components/video/editor/VideoEditorUtils';
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/Overlay.frag?raw';
import {Tracklet} from '@/common/tracker/Tracker';
import {
findIndexByTrackletId,
preAllocateTextures,
} from '@/common/utils/ShaderUtils';
import {RLEObject, decode} from '@/jscocotools/mask';
import invariant from 'invariant';
import {CanvasForm} from 'pts';
export default class OverlayEffect extends BaseGLEffect {
private _numMasks: number = 0;
private _numMasksUniformLocation: WebGLUniformLocation | null = null;
// Must start from 1, main texture takes 0.
private _masksTextureUnitStart: number = 1;
private _maskTextures: WebGLTexture[] = [];
private _clickPosition: number[] | null = null;
private _activeMask: number = 0;
constructor() {
super(8);
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);
// We know the max number of textures, pre-allocate 3.
this._maskTextures = preAllocateTextures(gl, 3);
}
apply(form: CanvasForm, context: EffectFrameContext, _tracklets: Tracklet[]) {
const gl = this._gl;
const program = this._program;
invariant(gl !== null, 'WebGL2 context is required');
invariant(program !== null, 'Not WebGL program found');
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
const opacity = [0.5, 0.75, 0.35, 0.95][this.variant % 4];
gl.uniform1f(
gl.getUniformLocation(program, 'uTime'),
context.timeParameter ?? 1.5, // Pass a constant value when no time parameter
);
gl.uniform1f(gl.getUniformLocation(program, 'uOpacity'), opacity);
gl.uniform1i(this._numMasksUniformLocation, context.masks.length);
gl.uniform1i(
gl.getUniformLocation(program, 'uBorder'),
this.variant % this.numVariants < 4 ? 1 : 0,
);
if (context.actionPoint) {
const clickPos = [
context.actionPoint.position[0] / context.width,
context.actionPoint.position[1] / context.height,
];
this._clickPosition = clickPos;
this._activeMask = findIndexByTrackletId(
context.actionPoint.objectId,
_tracklets,
);
}
gl.uniform2fv(
gl.getUniformLocation(program, 'uClickPos'),
this._clickPosition ?? [0, 0],
);
gl.uniform1i(
gl.getUniformLocation(program, 'uActiveMask'),
this._activeMask,
);
// Activate original frame texture
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this._frameTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
context.width,
context.height,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
context.frame,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
context.masks.forEach((mask, index) => {
const decodedMask = decode([mask.bitmap as RLEObject]);
const maskData = decodedMask.data as Uint8Array;
gl.activeTexture(gl.TEXTURE0 + index + this._masksTextureUnitStart);
gl.bindTexture(gl.TEXTURE_2D, this._maskTextures[index]);
gl.uniform1i(
gl.getUniformLocation(program, `uMaskTexture${index}`),
this._masksTextureUnitStart + index,
);
const color = hexToRgb(context.maskColors[index]);
gl.uniform4f(
gl.getUniformLocation(program, `uMaskColor${index}`),
color.r,
color.g,
color.b,
color.a,
);
// 1 byte aligment
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.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// Unbind textures
gl.bindTexture(gl.TEXTURE_2D, null);
context.masks.forEach((_, index) => {
gl.activeTexture(gl.TEXTURE0 + index + this._masksTextureUnitStart);
gl.bindTexture(gl.TEXTURE_2D, null);
});
const ctx = form.ctx;
invariant(this._canvas !== null, 'canvas is required');
ctx.drawImage(this._canvas, 0, 0);
this._clickPosition = null;
}
async cleanup(): Promise<void> {
super.cleanup();
if (this._gl != null) {
// Delete mask textures to prevent memory leaks
this._maskTextures.forEach(texture => {
if (texture != null && this._gl != null) {
this._gl.deleteTexture(texture);
}
});
this._maskTextures = [];
}
}
}
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