mirror of https://github.com/vladmandic/human
update imagefx
parent
34f4bc5ee4
commit
5c336f60d3
28
README.md
28
README.md
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@ -1,6 +1,16 @@
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# Human Library
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## 3D Face Detection, Face Embedding & Recognition, Body Pose Tracking, Hand & Finger Tracking, Iris Analysis, Age & Gender & Emotion Prediction & Gesture Recognition
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### 3D Face Detection, Face Embedding & Recognition,
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### Body Pose Tracking, Hand & Finger Tracking,
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### Iris Analysis, Age & Gender & Emotion Prediction
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### & Gesture Recognition
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<br>
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Native JavaScript module using TensorFlow/JS Machine Learning library
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Compatible with *Browser*, *WebWorker* and *NodeJS* execution on both Windows and Linux
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- Browser/WebWorker: Compatible with *CPU*, *WebGL*, *WASM* and *WebGPU* backends
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- NodeJS: Compatible with software *tfjs-node* and CUDA accelerated backends *tfjs-node-gpu*
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<br>
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@ -39,28 +49,17 @@
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<br>
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Compatible with *Browser*, *WebWorker* and *NodeJS* execution on both Windows and Linux
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- Browser/WebWorker: Compatible with *CPU*, *WebGL*, *WASM* and *WebGPU* backends
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- NodeJS: Compatible with software *tfjs-node* and CUDA accelerated backends *tfjs-node-gpu*
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- (and maybe with React-Native as it doesn't use any DOM objects)
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<br>
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*See [issues](https://github.com/vladmandic/human/issues?q=) and [discussions](https://github.com/vladmandic/human/discussions) for list of known limitations and planned enhancements*
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*Suggestions are welcome!*
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<br>
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<hr>
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<br>
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<br><hr><br>
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## Options ##
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<br>
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<hr>
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<br>
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<br><hr><br>
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## Examples
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@ -75,4 +74,3 @@ Compatible with *Browser*, *WebWorker* and *NodeJS* execution on both Windows an
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**Using webcam:**
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@ -1,4 +1,9 @@
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import Human from '../dist/human.esm.js';
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// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
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// import * as tf from '@tensorflow/tfjs';
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// import Human from '../dist/human.esm-nobundle.js';
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import Human from '../dist/human.esm.js'; // equivalent of @vladmandic/human
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import draw from './draw.js';
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import Menu from './menu.js';
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import GLBench from './gl-bench.js';
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@ -6,6 +6,7 @@
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"main": "dist/human.node.js",
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"module": "dist/human.esm.js",
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"browser": "dist/human.esm.js",
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"types": "types/human.d.ts",
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"author": "Vladimir Mandic <mandic00@live.com>",
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"bugs": {
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"url": "https://github.com/vladmandic/human/issues"
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@ -32,13 +33,13 @@
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"@tensorflow/tfjs-layers": "^3.1.0",
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"@tensorflow/tfjs-node": "^3.1.0",
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"@tensorflow/tfjs-node-gpu": "^3.1.0",
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"@types/node": "^14.14.28",
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"@types/node": "^14.14.30",
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"@typescript-eslint/eslint-plugin": "^4.15.1",
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"@typescript-eslint/parser": "^4.15.1",
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"@vladmandic/pilogger": "^0.2.14",
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"chokidar": "^3.5.1",
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"dayjs": "^1.10.4",
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"esbuild": "^0.8.46",
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"esbuild": "^0.8.49",
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"eslint": "^7.20.0",
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"eslint-config-airbnb-base": "^14.2.1",
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"eslint-plugin-import": "^2.22.1",
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"eslint-plugin-promise": "^4.3.1",
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"rimraf": "^3.0.2",
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"seedrandom": "^3.0.5",
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"simple-git": "^2.35.0",
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"simple-git": "^2.35.1",
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"tslib": "^2.1.0",
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"typescript": "^4.3.0-dev.20210217"
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"typescript": "^4.3.0-dev.20210219"
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},
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"scripts": {
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"start": "node --trace-warnings --unhandled-rejections=strict --trace-uncaught --no-deprecation src/node.js",
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44
src/human.ts
44
src/human.ts
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@ -101,7 +101,7 @@ class Human {
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// helper function: measure tensor leak
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analyze(...msg) {
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if (!this.analyzeMemoryLeaks) return;
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const current = tf.engine().state.numTensors;
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const current = this.tf.engine().state.numTensors;
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const previous = this.numTensors;
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this.numTensors = current;
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const leaked = current - previous;
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sanity(input) {
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if (!this.checkSanity) return null;
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if (!input) return 'input is not defined';
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if (tf.ENV.flags.IS_NODE && !(input instanceof tf.Tensor)) {
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if (this.tf.ENV.flags.IS_NODE && !(input instanceof this.tf.Tensor)) {
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return 'input must be a tensor';
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}
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try {
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tf.getBackend();
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this.tf.getBackend();
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} catch {
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return 'backend not loaded';
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}
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if (userConfig) this.config = mergeDeep(this.config, userConfig);
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if (this.firstRun) {
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log(`version: ${this.version} TensorFlow/JS version: ${tf.version_core}`);
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log(`version: ${this.version} TensorFlow/JS version: ${this.tf.version_core}`);
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await this.checkBackend(true);
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if (tf.ENV.flags.IS_BROWSER) {
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if (this.tf.ENV.flags.IS_BROWSER) {
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log('configuration:', this.config);
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log('tf flags:', tf.ENV.flags);
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log('tf flags:', this.tf.ENV.flags);
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}
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}
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const face = this.config.face.detector.modelPath.includes('faceboxes') ? faceboxes : facemesh;
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}
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if (this.firstRun) {
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log('tf engine state:', tf.engine().state.numBytes, 'bytes', tf.engine().state.numTensors, 'tensors');
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log('tf engine state:', this.tf.engine().state.numBytes, 'bytes', this.tf.engine().state.numTensors, 'tensors');
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this.firstRun = false;
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}
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// check if backend needs initialization if it changed
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async checkBackend(force = false) {
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if (this.config.backend && (this.config.backend !== '') && force || (tf.getBackend() !== this.config.backend)) {
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if (this.config.backend && (this.config.backend !== '') && force || (this.tf.getBackend() !== this.config.backend)) {
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const timeStamp = now();
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this.state = 'backend';
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/* force backend reload
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if (this.config.backend === 'wasm') {
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log('settings wasm path:', this.config.wasmPath);
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tf.setWasmPaths(this.config.wasmPath);
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const simd = await tf.env().getAsync('WASM_HAS_SIMD_SUPPORT');
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this.tf.setWasmPaths(this.config.wasmPath);
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const simd = await this.tf.env().getAsync('WASM_HAS_SIMD_SUPPORT');
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if (!simd) log('warning: wasm simd support is not enabled');
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}
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if (this.config.backend === 'humangl') backend.register();
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try {
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await tf.setBackend(this.config.backend);
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await this.tf.setBackend(this.config.backend);
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} catch (err) {
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log('error: cannot set backend:', this.config.backend, err);
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}
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tf.enableProdMode();
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this.tf.enableProdMode();
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/* debug mode is really too mcuh
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tf.enableDebugMode();
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*/
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if (tf.getBackend() === 'webgl') {
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if (this.tf.getBackend() === 'webgl') {
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if (this.config.deallocate) {
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log('changing webgl: WEBGL_DELETE_TEXTURE_THRESHOLD:', this.config.deallocate);
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tf.ENV.set('WEBGL_DELETE_TEXTURE_THRESHOLD', this.config.deallocate ? 0 : -1);
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this.tf.ENV.set('WEBGL_DELETE_TEXTURE_THRESHOLD', this.config.deallocate ? 0 : -1);
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}
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tf.ENV.set('WEBGL_FORCE_F16_TEXTURES', true);
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tf.ENV.set('WEBGL_PACK_DEPTHWISECONV', true);
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const gl = await tf.backend().getGPGPUContext().gl;
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this.tf.ENV.set('WEBGL_FORCE_F16_TEXTURES', true);
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this.tf.ENV.set('WEBGL_PACK_DEPTHWISECONV', true);
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const gl = await this.tf.backend().getGPGPUContext().gl;
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log(`gl version:${gl.getParameter(gl.VERSION)} renderer:${gl.getParameter(gl.RENDERER)}`);
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}
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await tf.ready();
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await this.tf.ready();
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this.perf.backend = Math.trunc(now() - timeStamp);
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}
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}
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// load models if enabled
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await this.load();
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if (this.config.scoped) tf.engine().startScope();
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if (this.config.scoped) this.tf.engine().startScope();
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this.analyze('Start Scope:');
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timeStamp = now();
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}
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process.tensor.dispose();
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if (this.config.scoped) tf.engine().endScope();
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if (this.config.scoped) this.tf.engine().endScope();
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this.analyze('End Scope:');
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let gestureRes = [];
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// @ts-ignore
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const data = tf.node.decodeJpeg(img); // tf.node is only defined when compiling for nodejs
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const expanded = data.expandDims(0);
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tf.dispose(data);
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this.tf.dispose(data);
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// log('Input:', expanded);
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const res = await this.detect(expanded, this.config);
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tf.dispose(expanded);
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this.tf.dispose(expanded);
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return res;
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}
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*/
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} else {
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outCanvas = inCanvas;
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if (this.fx) this.fx = null;
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}
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let pixels;
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if (outCanvas.data) {
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208
src/imagefx.js
208
src/imagefx.js
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/* eslint-disable no-use-before-define */
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/*
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WebGLImageFilter - MIT Licensed
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2013, Dominic Szablewski - phoboslab.org
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<https://github.com/phoboslab/WebGLImageFilter>
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*/
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const GLProgram = function (gl, vertexSource, fragmentSource) {
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function GLProgram(gl, vertexSource, fragmentSource) {
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const _collect = function (source, prefix, collection) {
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const r = new RegExp('\\b' + prefix + ' \\w+ (\\w+)', 'ig');
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source.replace(r, (match, name) => {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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// @ts-ignore
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throw new Error('Filter: GL compile failed', gl.getShaderInfoLog(shader));
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this.uniform = {};
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this.attribute = {};
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const _vsh = _compile(vertexSource, gl.VERTEX_SHADER);
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const _fsh = _compile(fragmentSource, gl.FRAGMENT_SHADER);
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this.id = gl.createProgram();
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gl.attachShader(this.id, _vsh);
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gl.attachShader(this.id, _fsh);
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}
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gl.useProgram(this.id);
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// Collect attributes
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_collect(vertexSource, 'attribute', this.attribute);
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for (const a in this.attribute) {
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this.attribute[a] = gl.getAttribLocation(this.id, a);
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}
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for (const a in this.attribute) this.attribute[a] = gl.getAttribLocation(this.id, a);
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// Collect uniforms
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_collect(vertexSource, 'uniform', this.uniform);
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_collect(fragmentSource, 'uniform', this.uniform);
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for (const u in this.uniform) {
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this.uniform[u] = gl.getUniformLocation(this.id, u);
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}
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};
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for (const u in this.uniform) this.uniform[u] = gl.getUniformLocation(this.id, u);
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}
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const GLImageFilter = function (params) {
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// export const GLImageFilter = function (params) {
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export function GLImageFilter(params) {
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if (!params) params = { };
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let _drawCount = 0;
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let _sourceTexture = null;
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let _height = -1;
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let _vertexBuffer = null;
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let _currentProgram = null;
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const _filter = {};
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const _canvas = params.canvas || document.createElement('canvas');
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// key is the shader program source, value is the compiled program
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const _shaderProgramCache = { };
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const DRAW = { INTERMEDIATE: 1 };
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const gl = _canvas.getContext('webgl');
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if (!gl) throw new Error('Filter: getContext() failed');
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// eslint-disable-next-line prefer-rest-params
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const args = Array.prototype.slice.call(arguments, 1);
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const filter = _filter[name];
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_filterChain.push({ func: filter, args });
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};
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_filterChain = [];
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};
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this.apply = function (image) {
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_resize(image.width, image.height);
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_drawCount = 0;
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// Create the texture for the input image if we haven't yet
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if (!_sourceTexture) _sourceTexture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, _sourceTexture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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// No filters? Just draw
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if (_filterChain.length === 0) {
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// const program = _compileShader(SHADER.FRAGMENT_IDENTITY);
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_draw();
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return _canvas;
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}
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for (let i = 0; i < _filterChain.length; i++) {
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_lastInChain = (i === _filterChain.length - 1);
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const f = _filterChain[i];
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f.func.apply(this, f.args || []);
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}
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return _canvas;
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};
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const _resize = function (width, height) {
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// Same width/height? Nothing to do here
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if (width === _width && height === _height) { return; }
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_canvas.width = width;
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_width = width;
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_canvas.height = height;
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_height = height;
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// Create the context if we don't have it yet
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if (!_vertexBuffer) {
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// Create the vertex buffer for the two triangles [x, y, u, v] * 6
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// eslint-disable-next-line no-unused-expressions
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(_vertexBuffer = gl.createBuffer(), gl.bindBuffer(gl.ARRAY_BUFFER, _vertexBuffer));
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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// Note sure if this is a good idea; at least it makes texture loading
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// in Ejecta instant.
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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}
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gl.viewport(0, 0, _width, _height);
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// Delete old temp framebuffers
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_tempFramebuffers = [null, null];
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};
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const _createFramebufferTexture = function (width, height) {
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const fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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const renderbuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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return { fbo, texture };
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};
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const _getTempFramebuffer = function (index) {
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// @ts-ignore
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_tempFramebuffers[index] = _tempFramebuffers[index] || _createFramebufferTexture(_width, _height);
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return _tempFramebuffers[index];
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};
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const _createFramebufferTexture = function (width, height) {
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const fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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const renderbuffer = gl.createRenderbuffer();
|
||||
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
|
||||
|
||||
const texture = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
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.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, null);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
|
||||
return { fbo, texture };
|
||||
};
|
||||
|
||||
const _draw = function (flags = null) {
|
||||
let source = null;
|
||||
let target = null;
|
||||
let flipY = false;
|
||||
|
||||
// Set up the source
|
||||
if (_drawCount === 0) {
|
||||
// First draw call - use the source texture
|
||||
|
@ -195,7 +144,6 @@ const GLImageFilter = function (params) {
|
|||
source = _getTempFramebuffer(_currentFramebufferIndex)?.texture;
|
||||
}
|
||||
_drawCount++;
|
||||
|
||||
// Set up the target
|
||||
if (_lastInChain && !(flags & DRAW.INTERMEDIATE)) {
|
||||
// Last filter in our chain - draw directly to the WebGL Canvas. We may
|
||||
|
@ -208,67 +156,78 @@ const GLImageFilter = function (params) {
|
|||
// @ts-ignore
|
||||
target = _getTempFramebuffer(_currentFramebufferIndex)?.fbo;
|
||||
}
|
||||
|
||||
// Bind the source and target and draw the two triangles
|
||||
gl.bindTexture(gl.TEXTURE_2D, source);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, target);
|
||||
|
||||
gl.uniform1f(_currentProgram.uniform.flipY, (flipY ? -1 : 1));
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
};
|
||||
|
||||
this.apply = function (image) {
|
||||
_resize(image.width, image.height);
|
||||
_drawCount = 0;
|
||||
// Create the texture for the input image if we haven't yet
|
||||
if (!_sourceTexture) _sourceTexture = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, _sourceTexture);
|
||||
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.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
||||
// No filters? Just draw
|
||||
if (_filterChain.length === 0) {
|
||||
// const program = _compileShader(SHADER.FRAGMENT_IDENTITY);
|
||||
_draw();
|
||||
return _canvas;
|
||||
}
|
||||
for (let i = 0; i < _filterChain.length; i++) {
|
||||
_lastInChain = (i === _filterChain.length - 1);
|
||||
const f = _filterChain[i];
|
||||
f.func.apply(this, f.args || []);
|
||||
}
|
||||
return _canvas;
|
||||
};
|
||||
|
||||
const _compileShader = function (fragmentSource) {
|
||||
if (_shaderProgramCache[fragmentSource]) {
|
||||
_currentProgram = _shaderProgramCache[fragmentSource];
|
||||
gl.useProgram(_currentProgram.id);
|
||||
return _currentProgram;
|
||||
}
|
||||
|
||||
// Compile shaders
|
||||
const SHADER = {};
|
||||
SHADER.VERTEX_IDENTITY = [
|
||||
'precision highp float;',
|
||||
'attribute vec2 pos;',
|
||||
'attribute vec2 uv;',
|
||||
'varying vec2 vUv;',
|
||||
'uniform float flipY;',
|
||||
'void main(void) {',
|
||||
'vUv = uv;',
|
||||
'gl_Position = vec4(pos.x, pos.y*flipY, 0.0, 1.);',
|
||||
'}',
|
||||
].join('\n');
|
||||
SHADER.FRAGMENT_IDENTITY = [
|
||||
'precision highp float;',
|
||||
'varying vec2 vUv;',
|
||||
'uniform sampler2D texture;',
|
||||
'void main(void) {',
|
||||
'gl_FragColor = texture2D(texture, vUv);',
|
||||
'}',
|
||||
].join('\n');
|
||||
_currentProgram = new GLProgram(gl, SHADER.VERTEX_IDENTITY, fragmentSource);
|
||||
|
||||
const floatSize = Float32Array.BYTES_PER_ELEMENT;
|
||||
const vertSize = 4 * floatSize;
|
||||
gl.enableVertexAttribArray(_currentProgram.attribute.pos);
|
||||
gl.vertexAttribPointer(_currentProgram.attribute.pos, 2, gl.FLOAT, false, vertSize, 0 * floatSize);
|
||||
gl.enableVertexAttribArray(_currentProgram.attribute.uv);
|
||||
gl.vertexAttribPointer(_currentProgram.attribute.uv, 2, gl.FLOAT, false, vertSize, 2 * floatSize);
|
||||
|
||||
_shaderProgramCache[fragmentSource] = _currentProgram;
|
||||
return _currentProgram;
|
||||
};
|
||||
|
||||
let DRAW = { INTERMEDIATE: 1 };
|
||||
|
||||
let SHADER = {};
|
||||
SHADER.VERTEX_IDENTITY = [
|
||||
'precision highp float;',
|
||||
'attribute vec2 pos;',
|
||||
'attribute vec2 uv;',
|
||||
'varying vec2 vUv;',
|
||||
'uniform float flipY;',
|
||||
|
||||
'void main(void) {',
|
||||
'vUv = uv;',
|
||||
'gl_Position = vec4(pos.x, pos.y*flipY, 0.0, 1.);',
|
||||
'}',
|
||||
].join('\n');
|
||||
|
||||
SHADER.FRAGMENT_IDENTITY = [
|
||||
'precision highp float;',
|
||||
'varying vec2 vUv;',
|
||||
'uniform sampler2D texture;',
|
||||
|
||||
'void main(void) {',
|
||||
'gl_FragColor = texture2D(texture, vUv);',
|
||||
'}',
|
||||
].join('\n');
|
||||
|
||||
let _filter = {};
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Color Matrix Filter
|
||||
|
||||
_filter.colorMatrix = function (matrix) {
|
||||
// Create a Float32 Array and normalize the offset component to 0-1
|
||||
const m = new Float32Array(matrix);
|
||||
|
@ -276,24 +235,20 @@ const GLImageFilter = function (params) {
|
|||
m[9] /= 255;
|
||||
m[14] /= 255;
|
||||
m[19] /= 255;
|
||||
|
||||
// Can we ignore the alpha value? Makes things a bit faster.
|
||||
const shader = (m[18] === 1 && m[3] === 0 && m[8] === 0 && m[13] === 0 && m[15] === 0 && m[16] === 0 && m[17] === 0 && m[19] === 0)
|
||||
? _filter.colorMatrix.SHADER.WITHOUT_ALPHA
|
||||
: _filter.colorMatrix.SHADER.WITH_ALPHA;
|
||||
|
||||
const program = _compileShader(shader);
|
||||
gl.uniform1fv(program.uniform.m, m);
|
||||
_draw();
|
||||
};
|
||||
|
||||
_filter.colorMatrix.SHADER = {};
|
||||
_filter.colorMatrix.SHADER.WITH_ALPHA = [
|
||||
'precision highp float;',
|
||||
'varying vec2 vUv;',
|
||||
'uniform sampler2D texture;',
|
||||
'uniform float m[20];',
|
||||
|
||||
'void main(void) {',
|
||||
'vec4 c = texture2D(texture, vUv);',
|
||||
'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[3] * c.a + m[4];',
|
||||
|
@ -307,7 +262,6 @@ const GLImageFilter = function (params) {
|
|||
'varying vec2 vUv;',
|
||||
'uniform sampler2D texture;',
|
||||
'uniform float m[20];',
|
||||
|
||||
'void main(void) {',
|
||||
'vec4 c = texture2D(texture, vUv);',
|
||||
'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[4];',
|
||||
|
@ -448,12 +402,10 @@ const GLImageFilter = function (params) {
|
|||
|
||||
// -------------------------------------------------------------------------
|
||||
// Convolution Filter
|
||||
|
||||
_filter.convolution = function (matrix) {
|
||||
const m = new Float32Array(matrix);
|
||||
const pixelSizeX = 1 / _width;
|
||||
const pixelSizeY = 1 / _height;
|
||||
|
||||
const program = _compileShader(_filter.convolution.SHADER);
|
||||
gl.uniform1fv(program.uniform.m, m);
|
||||
gl.uniform2f(program.uniform.px, pixelSizeX, pixelSizeY);
|
||||
|
@ -466,20 +418,16 @@ const GLImageFilter = function (params) {
|
|||
'uniform sampler2D texture;',
|
||||
'uniform vec2 px;',
|
||||
'uniform float m[9];',
|
||||
|
||||
'void main(void) {',
|
||||
'vec4 c11 = texture2D(texture, vUv - px);', // top left
|
||||
'vec4 c12 = texture2D(texture, vec2(vUv.x, vUv.y - px.y));', // top center
|
||||
'vec4 c13 = texture2D(texture, vec2(vUv.x + px.x, vUv.y - px.y));', // top right
|
||||
|
||||
'vec4 c21 = texture2D(texture, vec2(vUv.x - px.x, vUv.y) );', // mid left
|
||||
'vec4 c22 = texture2D(texture, vUv);', // mid center
|
||||
'vec4 c23 = texture2D(texture, vec2(vUv.x + px.x, vUv.y) );', // mid right
|
||||
|
||||
'vec4 c31 = texture2D(texture, vec2(vUv.x - px.x, vUv.y + px.y) );', // bottom left
|
||||
'vec4 c32 = texture2D(texture, vec2(vUv.x, vUv.y + px.y) );', // bottom center
|
||||
'vec4 c33 = texture2D(texture, vUv + px );', // bottom right
|
||||
|
||||
'gl_FragColor = ',
|
||||
'c11 * m[0] + c12 * m[1] + c22 * m[2] +',
|
||||
'c21 * m[3] + c22 * m[4] + c23 * m[5] +',
|
||||
|
@ -532,17 +480,13 @@ const GLImageFilter = function (params) {
|
|||
|
||||
// -------------------------------------------------------------------------
|
||||
// Blur Filter
|
||||
|
||||
_filter.blur = function (size) {
|
||||
const blurSizeX = (size / 7) / _width;
|
||||
const blurSizeY = (size / 7) / _height;
|
||||
|
||||
const program = _compileShader(_filter.blur.SHADER);
|
||||
|
||||
// Vertical
|
||||
gl.uniform2f(program.uniform.px, 0, blurSizeY);
|
||||
_draw(DRAW.INTERMEDIATE);
|
||||
|
||||
// Horizontal
|
||||
gl.uniform2f(program.uniform.px, blurSizeX, 0);
|
||||
_draw();
|
||||
|
@ -553,7 +497,6 @@ const GLImageFilter = function (params) {
|
|||
'varying vec2 vUv;',
|
||||
'uniform sampler2D texture;',
|
||||
'uniform vec2 px;',
|
||||
|
||||
'void main(void) {',
|
||||
'gl_FragColor = vec4(0.0);',
|
||||
'gl_FragColor += texture2D(texture, vUv + vec2(-7.0*px.x, -7.0*px.y))*0.0044299121055113265;',
|
||||
|
@ -576,13 +519,10 @@ const GLImageFilter = function (params) {
|
|||
|
||||
// -------------------------------------------------------------------------
|
||||
// Pixelate Filter
|
||||
|
||||
_filter.pixelate = function (size) {
|
||||
const blurSizeX = (size) / _width;
|
||||
const blurSizeY = (size) / _height;
|
||||
|
||||
const program = _compileShader(_filter.pixelate.SHADER);
|
||||
|
||||
// Horizontal
|
||||
gl.uniform2f(program.uniform.size, blurSizeX, blurSizeY);
|
||||
_draw();
|
||||
|
@ -593,17 +533,13 @@ const GLImageFilter = function (params) {
|
|||
'varying vec2 vUv;',
|
||||
'uniform vec2 size;',
|
||||
'uniform sampler2D texture;',
|
||||
|
||||
'vec2 pixelate(vec2 coord, vec2 size) {',
|
||||
'return floor( coord / size ) * size;',
|
||||
'}',
|
||||
|
||||
'void main(void) {',
|
||||
'gl_FragColor = vec4(0.0);',
|
||||
'vec2 coord = pixelate(vUv, size);',
|
||||
'gl_FragColor += texture2D(texture, coord);',
|
||||
'}',
|
||||
].join('\n');
|
||||
};
|
||||
|
||||
exports.GLImageFilter = GLImageFilter;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue