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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 angeryIcon from '@/assets/icons/angery.png';
import heartIcon from '@/assets/icons/heart.png';
import whistleIcon from '@/assets/icons/whistle.png';
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/Replace.frag?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 ReplaceGLEffect extends BaseGLEffect {
private _numMasks: number = 0;
private _numMasksUniformLocation: WebGLUniformLocation | null = null;
private _bitmap: ImageBitmap[] = [];
private _extraTextureUnit: number = 1;
private _extraTexture: WebGLTexture | null = null;
private _fillBg: number = 0;
private _fillBgLocation: WebGLUniformLocation | null = null;
private _masksTextureUnitStart: number = 2;
private _maskTextures: WebGLTexture[] = [];
constructor() {
super(6);
this.vertexShaderSource = vertexShaderSource;
this.fragmentShaderSource = fragmentShaderSource;
}
protected async setupUniforms(
gl: WebGL2RenderingContext,
program: WebGLProgram,
init: EffectInit,
) {
super.setupUniforms(gl, program, init);
this._extraTexture = gl.createTexture();
this._numMasksUniformLocation = gl.getUniformLocation(program, 'uNumMasks');
gl.uniform1i(this._numMasksUniformLocation, this._numMasks);
this._fillBgLocation = gl.getUniformLocation(program, 'uFill');
gl.uniform1i(this._fillBgLocation, this._fillBg);
gl.uniform1i(
gl.getUniformLocation(program, 'uEmojiTexture'),
this._extraTextureUnit,
);
// We know the max number of textures, pre-allocate 3.
this._maskTextures = preAllocateTextures(gl, 3);
this._bitmap = []; // clear any previous pool of texture
let response = await fetch(angeryIcon);
let blob = await response.blob();
const angery = await createImageBitmap(blob);
response = await fetch(heartIcon);
blob = await response.blob();
const heart = await createImageBitmap(blob);
response = await fetch(whistleIcon);
blob = await response.blob();
const whistle = await createImageBitmap(blob);
this._bitmap = [angery, heart, whistle];
}
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');
const iconIndex = Math.floor(this.variant / 2) % this._bitmap.length;
if (this._bitmap === null) {
return;
}
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
// dynamic uniforms per frame
gl.uniform1i(this._numMasksUniformLocation, context.masks.length);
gl.uniform1i(this._fillBgLocation, this.variant % 2 === 0 ? 0 : 1);
// Bind the extra texture/emoji to texture unit 1
if (this._bitmap.length) {
gl.activeTexture(gl.TEXTURE0 + this._extraTextureUnit);
gl.bindTexture(gl.TEXTURE_2D, this._extraTexture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
this._bitmap[iconIndex].width,
this._bitmap[iconIndex].height,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
this._bitmap[iconIndex],
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
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,
);
gl.uniform1i(
gl.getUniformLocation(program, `uMaskTexture${index}`),
index + this._masksTextureUnitStart,
);
gl.uniform4fv(gl.getUniformLocation(program, `bbox${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 = [];
}
}
}