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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 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/Pixelate.frag?raw';
import {Tracklet} from '@/common/tracker/Tracker';
import invariant from 'invariant';
import {CanvasForm} from 'pts';
export default class PixelateEffect extends BaseGLEffect {
private _blockSize: number = 10.0;
constructor() {
super(3);
this.vertexShaderSource = vertexShaderSource;
this.fragmentShaderSource = fragmentShaderSource;
}
protected setupUniforms(
gl: WebGL2RenderingContext,
program: WebGLProgram,
init: EffectInit,
): void {
super.setupUniforms(gl, program, init);
gl.uniform1f(gl.getUniformLocation(program, 'uBlockSize'), this._blockSize);
}
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);
const blockSize = [10, 20, 30][this.variant];
// dynamic uniforms per frame
gl.uniform1f(gl.getUniformLocation(program, 'uBlockSize'), blockSize);
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);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// Apply shader
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
const ctx = form.ctx;
invariant(this._canvas !== null, 'canvas is required');
ctx.drawImage(this._canvas, 0, 0);
}
}
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