我正在使用描述在这里(代码,演示)的技术,将视频帧作为WebGL纹理,并从这里获取简单的场景(仅以2D形式显示图像,而不是3D旋转立方体)。
目标是为YouTube编写一个Tampermonkey用户脚本(带有WebGL着色器,即视频效果)。
由于使用了
我尝试在发布之前缩短了代码,但显然即使是简单的WebGL场景也需要大量模板代码。
目标是为YouTube编写一个Tampermonkey用户脚本(带有WebGL着色器,即视频效果)。
由于使用了
gl.clearColor(0.5,0.5,0.5,1)
,所以画布填充为灰色。 但是应该绘制视频帧的下一行代码没有任何可见效果。哪部分可能有问题?没有错误提示。我尝试在发布之前缩短了代码,但显然即使是简单的WebGL场景也需要大量模板代码。
![enter image description here](https://istack.dev59.com/rrRm7.webp)
// ==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);
}
})();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
这一行中,将gl.LINEAR
替换为gl.NEAREST
... (2) 接下来添加一行代码:gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
... 看看这些设置是否有助于减少锯齿。 - VC.OneNEAREST
)。对于缩小过滤器(当超采样时应用),使用NEAREST
会导致更严重的锯齿,因为它是简单的点过滤,而LINEAR
将双线性插值最近的四个像素,如果没有mipmaps,那就是最好的硬件过滤效果(可以通过着色器进行自定义过滤),在WebGL1中,非二次幂纹理不支持mipmaps。 - LJᛃgl.TEXTURE_MAG_FILTER
可以解决它)。 - VC.One