/** * 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); } }