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+<!--
+Copyright 2009, Google Inc.
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are
+met:
+
+ * Redistributions of source code must retain the above copyright
+notice, this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the following disclaimer
+in the documentation and/or other materials provided with the
+distribution.
+ * Neither the name of Google Inc. nor the names of its
+contributors may be used to endorse or promote products derived from
+this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+-->
+
+<!--
+
+O3D YUV to RGB conversion Tutorial
+
+In this sample we convert from a Y'UV420p encoded video frame to an
+RGB texture using a shader to do the conversion on the video hardware.
+-->
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
+ "http://www.w3.org/TR/html4/loose.dtd">
+<html>
+<head>
+<meta http-equiv="content-type" content="text/html; charset=UTF-8">
+<title>YUV to RGB Conversion in a shader.</title>
+<script type="text/javascript" src="../o3d-webgl/base.js"></script>
+<script type="text/javascript" src="../o3djs/base.js"></script>
+<script type="text/javascript" id="o3dscript">
+o3djs.base.o3d = o3d;
+o3djs.require('o3djs.webgl');
+o3djs.require('o3djs.util');
+o3djs.require('o3djs.math');
+o3djs.require('o3djs.rendergraph');
+o3djs.require('o3djs.primitives');
+o3djs.require('o3djs.material');
+o3djs.require('o3djs.io');
+
+// Events
+// Run the init() once the page has finished loading.
+window.onload = init;
+
+// global variables
+var g_o3d;
+var g_math;
+var g_client;
+var g_pack;
+var g_viewInfo;
+var g_finished = false; // for selenium testing
+
+/**
+ * Creates the client area and sets up the secondary init entry point.
+ */
+function init() {
+ o3djs.webgl.makeClients(initStep2);
+}
+
+/**
+ * Initializes O3D, loads the effect, and draws the quad that
+ * will display the texture.
+ *
+ * @param {Array} clientElements Array of o3d object elements.
+ */
+function initStep2(clientElements) {
+ // Initialize global variables and libraries.
+ var o3dElement = clientElements[0];
+ g_o3d = o3dElement.o3d;
+ g_math = o3djs.math;
+ g_client = o3dElement.client;
+
+ // Create a pack to manage our resources/assets
+ g_pack = g_client.createPack();
+
+ // Create the render graph for a view.
+ g_viewInfo = o3djs.rendergraph.createBasicView(
+ g_pack,
+ g_client.root,
+ g_client.renderGraphRoot);
+
+ // Setup an orthographic projection
+ // Offset by half a pixel to avoid roundoff errors.
+ g_viewInfo.drawContext.projection = g_math.matrix4.orthographic(
+ -g_client.width * 0.5 + 0.5,
+ g_client.width * 0.5 + 0.5,
+ -g_client.height * 0.5 - 0.5,
+ g_client.height * 0.5 - 0.5,
+ 0.1,
+ 1000);
+
+ g_viewInfo.drawContext.view = g_math.matrix4.lookAt(
+ [0, 500, 0],
+ [0, 0, 0],
+ [0, 0, -1]);
+
+ // Create a material.
+ var myMaterial = o3djs.material.createMaterialFromFile(
+ g_pack,
+ '../shaders/yuv2rgb-glsl.shader',
+ g_viewInfo.performanceDrawList);
+
+ // Creates a quad using the effect that has a 1:1 aspect ratio.
+ var myShape = o3djs.primitives.createPlane(g_pack,
+ myMaterial,
+ 720, // width
+ 720, // height
+ 1, // quads across
+ 1); // quads down
+
+
+ // Get the material's sampler parameter
+ var sampler_param = myMaterial.getParam('textureSampler');
+ var sampler = g_pack.createObject('Sampler');
+ sampler.addressModeU = g_o3d.Sampler.WRAP;
+ sampler.addressModeV = g_o3d.Sampler.WRAP;
+ sampler.magFilter = g_o3d.Sampler.POINT;
+ sampler.minFilter = g_o3d.Sampler.POINT;
+
+ // Be sure to turn off MIP-mapping, since that causes problems when
+ // jumping around the image the way we are.
+ sampler.mipFilter = g_o3d.Sampler.NONE;
+ sampler_param.value = sampler;
+
+ // Set the source image width
+ var width_param = myMaterial.getParam('imageWidth');
+ width_param.value = 720.0;
+
+ // Set the source image height
+ var height_param = myMaterial.getParam('imageHeight');
+ height_param.value = 486.0;
+
+ // Load our Y'UV420p texture, encoded as a greyscale PNG image. This
+ // happens asynchronously.
+ var url = o3djs.util.getCurrentURI() + '../assets/shaving_cream.png';
+ o3djs.io.loadTexture(g_pack, url, function(texture, exception) {
+ if (exception) {
+ alert(exception);
+ return;
+ }
+ sampler.texture = texture;
+ // adjust the scale of our transform to match the aspect ratio of
+ // the texture. Of course we could also have waited until now to build
+ // our quad and set its width and height to match instead of scaling
+ // here.
+ var textureWidth = texture.width;
+
+ // Account for additional data on bottom of image.
+ var textureHeight = texture.height * 2.0 / 3.0;
+ var hScale = 1;
+ var vScale = 1;
+ if (textureWidth > textureHeight) {
+ vScale = textureHeight / textureWidth;
+ } else if (textureHeight > textureWidth) {
+ hScale = textureWidth / textureHeight;
+ }
+ // We now attach our quad to the root of the transform graph. We do
+ // this after the texture has loaded, otherwise we'd be attempting
+ // to display something invalid.
+ var root = g_client.root;
+ root.addShape(myShape);
+ root.scale(hScale, 1, vScale);
+
+ g_finished = true; // for selenium testing.
+ });
+}
+</script>
+</head>
+<body>
+<h1>YUV to RGB Conversion</h1>
+<p>This how to do image colorspace and format conversion in a shader.</p>
+<p>Here is the YUV encoded image (treated as an 8-bit greyscale image):</p>
+<p><img src="../assets/shaving_cream.png" style="width: 720px; height: 729px"
+ alt="YUV encoded image"/></p>
+<p>Here is the original image, encoded as a JPEG image:</p>
+<p><img src="../assets/shaving_cream.jpg" style="width: 720px; height: 486px"
+ alt="Original JPG encoded image"/></p>
+<p>Here is the O3D plugin loading the YUV image, and converting it
+to RGB in the shader on the fly.</p>
+<p>Note: With O3D-WebGL, we cannot get an exact translation back to the original
+image due to WebGL behavior that does not occur in the plugin. See shader for
+more details.</p>
+<!-- Start of O3D plugin -->
+<div id="o3d" style="width: 720px; height: 486px"></div>
+<!-- End of O3D plugin -->
+</body>
+</html>