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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 fragmentShaderSource from '@/common/components/video/effects/shaders/Burst.frag?raw';
import vertexShaderSource from '@/common/components/video/effects/shaders/DefaultVert.vert?raw';
import {Tracklet} from '@/common/tracker/Tracker';
import {normalizeBounds, preAllocateTextures} from '@/common/utils/ShaderUtils';
import {RLEObject, decode} from '@/jscocotools/mask';
import invariant from 'invariant';
import {CanvasForm} from 'pts';
export default class BurstGLEffect extends BaseGLEffect {
private _numMasks: number = 0;
private _numMasksUniformLocation: WebGLUniformLocation | null = null;
// Must from start 1, main texture takes.
private _masksTextureUnitStart: number = 1;
private _maskTextures: WebGLTexture[] = [];
constructor() {
super(4);
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;
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 styleIndex = Math.floor(this.variant / 2) % 2;
// dynamic uniforms per frame
gl.uniform1i(this._numMasksUniformLocation, context.masks.length);
gl.uniform1i(
gl.getUniformLocation(program, 'uLineColor'),
this.variant % 2 === 0 ? 1 : 0,
);
gl.uniform1i(
gl.getUniformLocation(program, 'uInterleave'),
styleIndex === 0 ? 0 : 1,
);
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);
// Create and bind 2D textures for each mask
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]);
const boundaries = normalizeBounds(
mask.bounds[0],
mask.bounds[1],
context.width,
context.height,
);
// dynamic uniforms per mask
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,
);
gl.uniform4fv(gl.getUniformLocation(program, `bbox${index}`), boundaries);
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);
}
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 = [];
}
}
}