/* * libmedia VideoProgram * * 版权所有 (C) 2024 赵高兴 * Copyright (C) 2024 Gaoxing Zhao * * 此文件是 libmedia 的一部分 * This file is part of libmedia. * * libmedia 是自由软件;您可以根据 GNU Lesser General Public License(GNU LGPL)3.1 * 或任何其更新的版本条款重新分发或修改它 * libmedia is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 3.1 of the License, or (at your option) any later version. * * libmedia 希望能够为您提供帮助,但不提供任何明示或暗示的担保,包括但不限于适销性或特定用途的保证 * 您应自行承担使用 libmedia 的风险,并且需要遵守 GNU Lesser General Public License 中的条款和条件。 * libmedia is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * */ import BaseProgram from './BaseProgram' import VertexShader from '../shader/VertexShader' import FragmentShader from '../shader/FragmentShader' import vertexSourceDefault from '../glsl/vertex.vert' export default abstract class VideoProgram extends BaseProgram { private rotateMatrixLocation: WebGLUniformLocation private ySamplerLocation: WebGLUniformLocation private uSamplerLocation: WebGLUniformLocation private vSamplerLocation: WebGLUniformLocation private aSamplerLocation: WebGLUniformLocation constructor(fragmentSource: string, vertexSource?: string) { super(new VertexShader(vertexSource || vertexSourceDefault), new FragmentShader(fragmentSource)) } link(gl: WebGLRenderingContext) { super.link(gl) this.rotateMatrixLocation = this.gl.getUniformLocation(this.program, 'rotateMatrix') this.ySamplerLocation = this.gl.getUniformLocation(this.program, 'y_Sampler') this.uSamplerLocation = this.gl.getUniformLocation(this.program, 'u_Sampler') this.vSamplerLocation = this.gl.getUniformLocation(this.program, 'v_Sampler') this.aSamplerLocation = this.gl.getUniformLocation(this.program, 'a_Sampler') } setRotateMatrix(matrix: number[]) { this.gl.uniformMatrix4fv(this.rotateMatrixLocation, false, new Float32Array(matrix)) } bindYTexture(unit: number = 0) { this.gl.uniform1i(this.ySamplerLocation, unit) } bindUTexture(unit: number = 0) { this.gl.uniform1i(this.uSamplerLocation, unit) } bindVTexture(unit: number = 0) { this.gl.uniform1i(this.vSamplerLocation, unit) } bindATexture(unit: number = 0) { this.gl.uniform1i(this.aSamplerLocation, unit) } }