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diff --git a/o3d/samples/o3d-webgl-samples/yuv2rgb.html b/o3d/samples/o3d-webgl-samples/yuv2rgb.html new file mode 100644 index 0000000..64b4035 --- /dev/null +++ b/o3d/samples/o3d-webgl-samples/yuv2rgb.html @@ -0,0 +1,203 @@ +<!-- +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> |