javascript - 来自 YouTube 视频帧的 WebGL 纹理

标签 javascript html5-canvas html5-video glsl webgl

我正在使用描述的技术 here ( code , demo ) 用于将视频帧用作 WebGL 纹理,以及来自 here 的简单场景(仅显示 2D 图像,而不是 3D 旋转立方体) .

目标是 YouTube 的 Tampermonkey 用户脚本(带有 WebGL 着色器,即视频效果)。

由于 gl.clearColor(0.5,0.5,0.5,1), Canvas 填充为灰色。但是接下来应该从视频中绘制帧的代码行没有可见的效果。哪一部分可能是错误的?没有错误。

我试图在发布前缩短代码,但显然即使是简单的 WebGL 场景也需要大量样板代码。

enter image description here

// ==UserScript==
// @name         tmp
// @namespace    http://tampermonkey.net/
// @version      0.1
// @description  try to take over the world!
// @author       You
// @match        https://www.youtube.com/*
// @icon         https://www.google.com/s2/favicons?domain=youtube.com
// @grant        none
// ==/UserScript==

(function() {

    // will set to true when video can be copied to texture
    var copyVideo = false;

    const video = document.getElementsByTagName("video")[0];

    // immediately after finding the video, create canvas and set its dimensions
    let canvas = document.createElement('canvas');
    canvas.setAttribute('id', 'glcanvas');
    canvas.setAttribute('width', '300');
    canvas.setAttribute('height', '200');
    canvas.setAttribute('style', 'position: absolute;');
    video.parentElement.appendChild(canvas);

    var playing = false;
    var timeupdate = false;

    // Waiting for these 2 events ensures
    // there is data in the video
    video.addEventListener('playing', function() {
        playing = true;
        checkReady();
    }, true);
    video.addEventListener('timeupdate', function() {
        timeupdate = true;
        checkReady();
    }, true);
    function checkReady() {
        if (playing && timeupdate) {
            copyVideo = true;
        }
    }

    // Initialize the GL context
    const gl = canvas.getContext("webgl");

    // Only continue if WebGL is available and working
    if (gl === null) {
        alert("Unable to initialize WebGL. Your browser or machine may not support it.");
        return;
    }

    // Vertex shader program
    const vsSource = `
attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform vec2 u_resolution;

varying vec2 v_texCoord;

void main() {
   // convert the rectangle from pixels to 0.0 to 1.0
   vec2 zeroToOne = a_position / u_resolution;

   // convert from 0->1 to 0->2
   vec2 zeroToTwo = zeroToOne * 2.0;

   // convert from 0->2 to -1->+1 (clipspace)
   vec2 clipSpace = zeroToTwo - 1.0;

   gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);

   // pass the texCoord to the fragment shader
   // The GPU will interpolate this value between points.
   v_texCoord = a_texCoord;
}
`;

    // Fragment shader program
    const fsSource = `
precision mediump float;

// our texture
uniform sampler2D u_image;

// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord).bgra;
}
  `;

    // Initialize a shader program, so WebGL knows how to draw our data
    function initShaderProgram(gl, vsSource, fsSource) {
        const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
        const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);

        // Create the shader program
        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, vertexShader);
        gl.attachShader(shaderProgram, fragmentShader);
        gl.linkProgram(shaderProgram);

        // If creating the shader program failed, alert
        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
            return null;
        }

        return shaderProgram;
    }

    // creates a shader of the given type, uploads the source and compiles it.
    function loadShader(gl, type, source) {
        const shader = gl.createShader(type);

        // Send the source to the shader object
        gl.shaderSource(shader, source);

        // Compile the shader program
        gl.compileShader(shader);

        // See if it compiled successfully
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    // Initialize a shader program; this is where all the lighting
    // for the vertices and so forth is established.
    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

    // look up where the vertex data needs to go.
    var positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
    var texcoordLocation = gl.getAttribLocation(shaderProgram, "a_texCoord");

    // Create a buffer to put three 2d clip space points in
    var positionBuffer = gl.createBuffer();

    // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    // Set a rectangle the same size as the image.
    setRectangle(gl, 0, 0, video.width, video.height);

    // provide texture coordinates for the rectangle.
    var texcoordBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
        0.0,  0.0,
        1.0,  0.0,
        0.0,  1.0,
        0.0,  1.0,
        1.0,  0.0,
        1.0,  1.0,
    ]), gl.STATIC_DRAW);

    // Create a texture.
    var texture = initTexture(gl);


    function drawScene() {

        // lookup uniforms
        var resolutionLocation = gl.getUniformLocation(shaderProgram, "u_resolution");

        //webglUtils.resizeCanvasToDisplaySize(gl.canvas);

        // Tell WebGL how to convert from clip space to pixels
        gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);

        // Clear the canvas
        gl.clearColor(0.5,0.5,0.5,1);
        gl.clear(gl.COLOR_BUFFER_BIT);

        // Tell it to use our program (pair of shaders)
        gl.useProgram(shaderProgram);

        // Turn on the position attribute
        gl.enableVertexAttribArray(positionLocation);

        // Bind the position buffer.
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

        // Tell the position attribute how to get data out of positionBuffer (ARRAY_BUFFER)
        var size = 2;          // 2 components per iteration
        var type = gl.FLOAT;   // the data is 32bit floats
        var normalize = false; // don't normalize the data
        var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
        var offset = 0;        // start at the beginning of the buffer
        gl.vertexAttribPointer(
            positionLocation, size, type, normalize, stride, offset);

        // Turn on the texcoord attribute
        gl.enableVertexAttribArray(texcoordLocation);

        // bind the texcoord buffer.
        gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);

        // Tell the texcoord attribute how to get data out of texcoordBuffer (ARRAY_BUFFER)
        var size = 2;          // 2 components per iteration
        var type = gl.FLOAT;   // the data is 32bit floats
        var normalize = false; // don't normalize the data
        var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
        var offset = 0;        // start at the beginning of the buffer
        gl.vertexAttribPointer(
            texcoordLocation, size, type, normalize, stride, offset);

        // set the resolution
        gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);

        // Draw the rectangle.
        var primitiveType = gl.TRIANGLES;
        var offset = 0;
        var count = 6;
        gl.drawArrays(primitiveType, offset, count);
    }


    function setRectangle(gl, x, y, width, height) {
        var x1 = x;
        var x2 = x + width;
        var y1 = y;
        var y2 = y + height;
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
            x1, y1,
            x2, y1,
            x1, y2,
            x1, y2,
            x2, y1,
            x2, y2,
        ]), gl.STATIC_DRAW);
    }


    var then = 0;

    // Draw the scene repeatedly
    function render(now) {
        now *= 0.001;  // convert to seconds
        const deltaTime = now - then;
        then = now;



        if (copyVideo) {
            updateTexture(gl, texture, video);
        }

        drawScene();

        requestAnimationFrame(render);
    }
    requestAnimationFrame(render);


    function initTexture(gl) {
        const texture = gl.createTexture();
        gl.bindTexture(gl.TEXTURE_2D, texture);

        // Because video has to be download over the internet
        // they might take a moment until it's ready so
        // put a single pixel in the texture so we can
        // use it immediately.
        const level = 0;
        const internalFormat = gl.RGBA;
        const width = 1;
        const height = 1;
        const border = 0;
        const srcFormat = gl.RGBA;
        const srcType = gl.UNSIGNED_BYTE;
        const pixel = new Uint8Array([0, 0, 255, 255]);  // opaque blue
        gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
                      width, height, border, srcFormat, srcType,
                      pixel);

        // Turn off mips and set  wrapping to clamp to edge so it
        // will work regardless of the dimensions of the video.
        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);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

        return texture;
    }


    function updateTexture(gl, texture, video) {
        const level = 0;
        const internalFormat = gl.RGBA;
        const srcFormat = gl.RGBA;
        const srcType = gl.UNSIGNED_BYTE;
        gl.bindTexture(gl.TEXTURE_2D, texture);
        gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
                      srcFormat, srcType, video);
    }

})();

最佳答案

Atekihcan 正确指出了第一个问题,您将 NDC 坐标计算与事情混淆了,实际上直接发送它们要容易得多。此外,您可以很容易地从中导出纹理坐标,从而保存第二个缓冲区的设置。

第二个问题是您的事件没有在您期望的链中触发(至少对我来说不是重新加载播放视频和运行脚本)。我相信监听 timeupdate 事件就足够了,因为如果视频无法播放,时间将不会更新。工作代码:

// ==UserScript==
// @name         tmp
// @namespace    http://tampermonkey.net/
// @version      0.1
// @description  try to take over the world!
// @author       You
// @match        https://www.youtube.com/*
// @icon         https://www.google.com/s2/favicons?domain=youtube.com
// @grant        none
// ==/UserScript==

(function() {
    // will set to true when video can be copied to texture
    var copyVideo = false;
    const video = document.getElementsByTagName("video")[0];

    // immediately after finding the video, create canvas and set its dimensions
    let canvas = document.createElement('canvas');
    canvas.setAttribute('id', 'glcanvas');
    canvas.setAttribute('width', '300');
    canvas.setAttribute('height', '200');
    canvas.setAttribute('style', 'position: absolute;');
    video.parentElement.appendChild(canvas);    
    video.addEventListener('timeupdate', function() {
        copyVideo=true;
    }, true);

    // Initialize the GL context
    const gl = canvas.getContext("webgl");

    // Only continue if WebGL is available and working
    if (gl === null) {
        alert("Unable to initialize WebGL. Your browser or machine may not support it.");
        return;
    }

    // Vertex shader program
    const vsSource = `
attribute vec2 a_position;
varying vec2 v_texCoord;

void main() {
   gl_Position = vec4(a_position, 0.0, 1.0);
   v_texCoord = a_position*.5+.5;
   v_texCoord.y = 1.-v_texCoord.y;
}
`;

    // Fragment shader program
    const fsSource = `
precision mediump float;

uniform sampler2D u_image;
varying vec2 v_texCoord;

void main() {
   gl_FragColor = texture2D(u_image, v_texCoord);
}
  `;

    const positionData = new Float32Array([
        -1.0,-1.0,
         1.0,-1.0,
        -1.0, 1.0,
         1.0,-1.0,
         1.0, 1.0,
        -1.0, 1.0
    ]);


    // Initialize a shader program, so WebGL knows how to draw our data
    function initShaderProgram(gl, vsSource, fsSource) {
        const shaderProgram = gl.createProgram();
        gl.attachShader(shaderProgram, loadShader(gl, gl.VERTEX_SHADER, vsSource));
        gl.attachShader(shaderProgram, loadShader(gl, gl.FRAGMENT_SHADER, fsSource));
        gl.linkProgram(shaderProgram);

        // If creating the shader program failed, alert
        if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
            alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
            return null;
        }

        return shaderProgram;
    }

    // creates a shader of the given type, uploads the source and compiles it.
    function loadShader(gl, type, source) {
        const shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);

        // See if it compiled successfully
        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
            alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
            gl.deleteShader(shader);
            return null;
        }

        return shader;
    }

    // Initialize shader program
    const shaderProgram = initShaderProgram(gl, vsSource, fsSource);

    // look up where the vertex data needs to go.
    var positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
    var textureLoc = gl.getUniformLocation(shaderProgram, "u_image");

    // Create a vertex buffer
    var positionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, positionData, gl.STATIC_DRAW);

    // Create texture
    var texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255]));
    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);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    // Initialize rendering
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    gl.clearColor(1.0,0.0,0.0,1.0);

    function drawScene() {
        gl.clear(gl.COLOR_BUFFER_BIT);
        gl.useProgram(shaderProgram);

        // Turn on the vertex attribute
        gl.enableVertexAttribArray(positionLocation);
        gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
        gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);

        // Draw the rectangle
        gl.drawArrays(gl.TRIANGLES, 0, 6);
    }

    // Draw the scene repeatedly
    function render() {
        if (copyVideo)
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, video);

        drawScene();
        requestAnimationFrame(render);
    }
    requestAnimationFrame(render);
})();

注意:我还将纹理格式更改为 RGB(alpha channel 将隐式为 1),但这无关紧要。

关于javascript - 来自 YouTube 视频帧的 WebGL 纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/70627240/

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