@livekit/track-processors 0.5.4 → 0.5.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +230 -166
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +230 -166
- package/dist/index.mjs.map +1 -1
- package/dist/src/ProcessorWrapper.d.ts +1 -1
- package/dist/src/transformers/BackgroundTransformer.d.ts +3 -1
- package/dist/src/transformers/VideoTransformer.d.ts +1 -1
- package/dist/src/transformers/types.d.ts +1 -1
- package/dist/src/utils.d.ts +2 -2
- package/dist/src/webgl/index.d.ts +3 -3
- package/dist/src/webgl/shader-programs/downSampler.d.ts +12 -0
- package/dist/src/webgl/utils.d.ts +4 -2
- package/package.json +1 -1
- package/src/ProcessorWrapper.ts +4 -4
- package/src/transformers/BackgroundTransformer.ts +42 -28
- package/src/transformers/VideoTransformer.ts +4 -3
- package/src/transformers/types.ts +1 -1
- package/src/utils.ts +11 -2
- package/src/webgl/index.ts +103 -48
- package/src/webgl/shader-programs/blurShader.ts +5 -37
- package/src/webgl/shader-programs/boxBlurShader.ts +4 -42
- package/src/webgl/shader-programs/compositeShader.ts +5 -43
- package/src/webgl/shader-programs/downSampler.ts +94 -0
- package/src/webgl/utils.ts +46 -6
package/dist/index.mjs.map
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{"version":3,"sources":["../src/utils.ts","../src/ProcessorWrapper.ts","../src/transformers/BackgroundTransformer.ts","../package.json","../src/webgl/utils.ts","../src/webgl/shader-programs/vertexShader.ts","../src/webgl/shader-programs/blurShader.ts","../src/webgl/shader-programs/boxBlurShader.ts","../src/webgl/shader-programs/compositeShader.ts","../src/webgl/index.ts","../src/transformers/VideoTransformer.ts","../src/index.ts"],"sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\nexport const supportsProcessor = typeof MediaStreamTrackGenerator !== 'undefined';\nexport const supportsOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';\n\nasync function sleep(time: number) {\n return new Promise((resolve) => setTimeout(resolve, time));\n}\n\nexport async function waitForTrackResolution(track: MediaStreamTrack) {\n const timeout = 500;\n\n // browsers report wrong initial resolution on iOS.\n // when slightly delaying the call to .getSettings(), the correct resolution is being reported\n await sleep(10);\n\n const started = Date.now();\n while (Date.now() - started < timeout) {\n const { width, height } = track.getSettings();\n if (width && height) {\n return { width, height };\n }\n await sleep(50);\n }\n return { width: undefined, height: undefined };\n}\n","import type { ProcessorOptions, Track, TrackProcessor } from 'livekit-client';\nimport { TrackTransformer } from './transformers';\nimport { waitForTrackResolution } from './utils';\n\nexport interface ProcessorWrapperOptions {\n /**\n * Maximum frame rate for fallback canvas.captureStream implementation\n * Default: 30\n */\n maxFps?: number;\n}\n\nexport default class ProcessorWrapper<TransformerOptions extends Record<string, unknown>>\n implements TrackProcessor<Track.Kind>\n{\n /**\n * Determines if the Processor is supported on the current browser\n */\n static get isSupported() {\n // Check for primary implementation support\n const hasStreamProcessor =\n typeof MediaStreamTrackGenerator !== 'undefined' &&\n typeof MediaStreamTrackProcessor !== 'undefined';\n\n // Check for fallback implementation support\n const hasFallbackSupport =\n typeof HTMLCanvasElement !== 'undefined' &&\n typeof VideoFrame !== 'undefined' &&\n 'captureStream' in HTMLCanvasElement.prototype;\n\n // We can work if either implementation is available\n return hasStreamProcessor || hasFallbackSupport;\n }\n\n /**\n * Determines if modern browser APIs are supported, which yield better performance\n */\n static get hasModernApiSupport() {\n return (\n typeof MediaStreamTrackGenerator !== 'undefined' &&\n typeof MediaStreamTrackProcessor !== 'undefined'\n );\n }\n\n name: string;\n\n source?: MediaStreamVideoTrack;\n\n processor?: MediaStreamTrackProcessor<VideoFrame>;\n\n trackGenerator?: MediaStreamTrackGenerator<VideoFrame>;\n\n canvas?: OffscreenCanvas;\n\n displayCanvas?: HTMLCanvasElement;\n\n sourceDummy?: HTMLMediaElement;\n\n processedTrack?: MediaStreamTrack;\n\n transformer: TrackTransformer<TransformerOptions>;\n\n // For tracking whether we're using the stream API fallback\n private useStreamFallback = false;\n\n // For fallback rendering with canvas.captureStream()\n private capturedStream?: MediaStream;\n\n private animationFrameId?: number;\n\n private renderContext?: CanvasRenderingContext2D;\n\n private frameCallback?: (frame: VideoFrame) => void;\n\n private processingEnabled = false;\n\n // FPS control for fallback implementation\n private maxFps: number;\n\n constructor(\n transformer: TrackTransformer<TransformerOptions>,\n name: string,\n options: ProcessorWrapperOptions = {},\n ) {\n this.name = name;\n this.transformer = transformer;\n this.maxFps = options.maxFps ?? 30;\n }\n\n private async setup(opts: ProcessorOptions<Track.Kind>) {\n this.source = opts.track as MediaStreamVideoTrack;\n\n const { width, height } = await waitForTrackResolution(this.source);\n this.sourceDummy = opts.element;\n\n if (!(this.sourceDummy instanceof HTMLVideoElement)) {\n throw TypeError('Currently only video transformers are supported');\n }\n\n if (this.sourceDummy instanceof HTMLVideoElement) {\n this.sourceDummy.height = height ?? 300;\n this.sourceDummy.width = width ?? 300;\n }\n\n this.useStreamFallback = !ProcessorWrapper.hasModernApiSupport;\n\n if (this.useStreamFallback) {\n // Create a visible canvas for the fallback implementation or use an existing one if provided\n const existingCanvas = document.querySelector(\n 'canvas[data-livekit-processor=\"' + this.name + '\"]',\n ) as HTMLCanvasElement;\n\n if (existingCanvas) {\n this.displayCanvas = existingCanvas;\n this.displayCanvas.width = width ?? 300;\n this.displayCanvas.height = height ?? 300;\n } else {\n this.displayCanvas = document.createElement('canvas');\n this.displayCanvas.width = width ?? 300;\n this.displayCanvas.height = height ?? 300;\n this.displayCanvas.style.display = 'none';\n this.displayCanvas.dataset.livekitProcessor = this.name;\n document.body.appendChild(this.displayCanvas);\n }\n\n this.renderContext = this.displayCanvas.getContext('2d')!;\n this.capturedStream = this.displayCanvas.captureStream();\n this.canvas = new OffscreenCanvas(width ?? 300, height ?? 300);\n } else {\n // Use MediaStreamTrackProcessor API\n this.processor = new MediaStreamTrackProcessor({ track: this.source });\n this.trackGenerator = new MediaStreamTrackGenerator({\n kind: 'video',\n signalTarget: this.source,\n });\n this.canvas = new OffscreenCanvas(width ?? 300, height ?? 300);\n }\n }\n\n async init(opts: ProcessorOptions<Track.Kind>): Promise<void> {\n await this.setup(opts);\n\n if (!this.canvas) {\n throw new TypeError('Expected canvas to be defined after setup');\n }\n\n await this.transformer.init({\n outputCanvas: this.canvas,\n inputElement: this.sourceDummy as HTMLVideoElement,\n });\n\n if (this.useStreamFallback) {\n this.initFallbackPath();\n } else {\n this.initStreamProcessorPath();\n }\n }\n\n private initStreamProcessorPath() {\n if (!this.processor || !this.trackGenerator) {\n throw new TypeError(\n 'Expected processor and trackGenerator to be defined for stream processor path',\n );\n }\n\n const readableStream = this.processor.readable;\n const pipedStream = readableStream.pipeThrough(this.transformer!.transformer!);\n\n pipedStream\n .pipeTo(this.trackGenerator.writable)\n .catch((e) => console.error('error when trying to pipe', e))\n .finally(() => this.destroy());\n\n this.processedTrack = this.trackGenerator as MediaStreamVideoTrack;\n }\n\n private initFallbackPath() {\n if (!this.capturedStream || !this.source || !this.canvas || !this.renderContext) {\n throw new TypeError('Missing required components for fallback implementation');\n }\n\n this.processedTrack = this.capturedStream.getVideoTracks()[0];\n this.processingEnabled = true;\n\n // Set up the frame callback for the transformer\n this.frameCallback = (frame: VideoFrame) => {\n if (!this.processingEnabled || !frame) {\n frame.close();\n return;\n }\n\n const controller = {\n enqueue: (processedFrame: VideoFrame) => {\n if (this.renderContext && this.displayCanvas) {\n // Draw the processed frame to the visible canvas\n this.renderContext.drawImage(\n processedFrame,\n 0,\n 0,\n this.displayCanvas.width,\n this.displayCanvas.height,\n );\n processedFrame.close();\n }\n },\n } as TransformStreamDefaultController<VideoFrame>;\n\n try {\n // Pass the frame through our transformer\n // @ts-ignore - The controller expects both VideoFrame & AudioData but we're only using VideoFrame\n this.transformer.transform(frame, controller);\n } catch (e) {\n console.error('Error in transform:', e);\n frame.close();\n }\n };\n\n // Start the rendering loop\n this.startRenderLoop();\n }\n\n private startRenderLoop() {\n if (!this.sourceDummy || !(this.sourceDummy instanceof HTMLVideoElement)) {\n return;\n }\n\n // Store the last processed timestamp to avoid duplicate processing\n let lastVideoTimestamp = -1;\n let lastFrameTime = 0;\n const videoElement = this.sourceDummy as HTMLVideoElement;\n const minFrameInterval = 1000 / this.maxFps; // Minimum time between frames\n\n // Estimate the video's native frame rate\n let estimatedVideoFps = this.maxFps;\n let frameTimeHistory: number[] = [];\n let lastVideoTimeChange = 0;\n let frameCount = 0;\n let lastFpsLog = 0;\n\n const renderLoop = () => {\n if (\n !this.processingEnabled ||\n !this.sourceDummy ||\n !(this.sourceDummy instanceof HTMLVideoElement)\n ) {\n return;\n }\n\n if (this.sourceDummy.paused) {\n console.warn('Video is paused, trying to play');\n this.sourceDummy.play();\n return;\n }\n\n // Only process a new frame if the video has actually updated\n const videoTime = videoElement.currentTime;\n const now = performance.now();\n const timeSinceLastFrame = now - lastFrameTime;\n\n // Detect if video has a new frame\n const hasNewFrame = videoTime !== lastVideoTimestamp;\n\n // Update frame rate estimation if we have a new frame\n if (hasNewFrame) {\n if (lastVideoTimeChange > 0) {\n const timeBetweenFrames = now - lastVideoTimeChange;\n frameTimeHistory.push(timeBetweenFrames);\n\n // Keep a rolling window of the last 10 frame times\n if (frameTimeHistory.length > 10) {\n frameTimeHistory.shift();\n }\n\n // Calculate average frame interval\n if (frameTimeHistory.length > 2) {\n const avgFrameTime =\n frameTimeHistory.reduce((sum, time) => sum + time, 0) / frameTimeHistory.length;\n estimatedVideoFps = 1000 / avgFrameTime;\n\n // Log estimated FPS every 5 seconds in development environments\n // Use a simpler check that works in browsers without process.env\n const isDevelopment =\n (typeof window !== 'undefined' && window.location.hostname === 'localhost') ||\n window.location.hostname === '127.0.0.1';\n\n if (isDevelopment && now - lastFpsLog > 5000) {\n console.debug(\n `[${this.name}] Estimated video FPS: ${estimatedVideoFps.toFixed(\n 1,\n )}, Processing at: ${(frameCount / 5).toFixed(1)} FPS`,\n );\n frameCount = 0;\n lastFpsLog = now;\n }\n }\n }\n lastVideoTimeChange = now;\n }\n\n // Determine if we should process this frame\n // We'll process if:\n // 1. The video has a new frame\n // 2. Enough time has passed since last frame (respecting maxFps)\n const timeThresholdMet = timeSinceLastFrame >= minFrameInterval;\n\n if (hasNewFrame && timeThresholdMet) {\n lastVideoTimestamp = videoTime;\n lastFrameTime = now;\n frameCount++;\n\n try {\n // Create a VideoFrame from the video element\n if (videoElement.readyState >= HTMLMediaElement.HAVE_CURRENT_DATA) {\n const frame = new VideoFrame(videoElement);\n if (this.frameCallback) {\n this.frameCallback(frame);\n } else {\n frame.close();\n }\n }\n } catch (e) {\n console.error('Error in render loop:', e);\n }\n }\n this.animationFrameId = requestAnimationFrame(renderLoop);\n };\n\n this.animationFrameId = requestAnimationFrame(renderLoop);\n }\n\n async restart(opts: ProcessorOptions<Track.Kind>): Promise<void> {\n await this.destroy();\n await this.init(opts);\n }\n\n async restartTransformer(...options: Parameters<(typeof this.transformer)['restart']>) {\n // @ts-ignore unclear why the restart method only accepts VideoTransformerInitOptions instead of either those or AudioTransformerInitOptions\n await this.transformer.restart(options[0]);\n }\n\n async updateTransformerOptions(...options: Parameters<(typeof this.transformer)['update']>) {\n await this.transformer.update(options[0]);\n }\n\n async destroy() {\n if (this.useStreamFallback) {\n this.processingEnabled = false;\n if (this.animationFrameId) {\n cancelAnimationFrame(this.animationFrameId);\n this.animationFrameId = undefined;\n }\n if (this.displayCanvas && this.displayCanvas.parentNode) {\n this.displayCanvas.parentNode.removeChild(this.displayCanvas);\n }\n this.capturedStream?.getTracks().forEach((track) => track.stop());\n } else {\n await this.processor?.writableControl?.close();\n this.trackGenerator?.stop();\n }\n await this.transformer.destroy();\n }\n}\n","import * as vision from '@mediapipe/tasks-vision';\nimport { dependencies } from '../../package.json';\nimport VideoTransformer from './VideoTransformer';\nimport { VideoTransformerInitOptions } from './types';\n\nexport type SegmenterOptions = Partial<vision.ImageSegmenterOptions['baseOptions']>;\n\nexport interface FrameProcessingStats {\n processingTimeMs: number;\n segmentationTimeMs: number;\n filterTimeMs: number;\n}\n\nexport type BackgroundOptions = {\n blurRadius?: number;\n imagePath?: string;\n /** cannot be updated through the `update` method, needs a restart */\n segmenterOptions?: SegmenterOptions;\n /** cannot be updated through the `update` method, needs a restart */\n assetPaths?: { tasksVisionFileSet?: string; modelAssetPath?: string };\n /** called when a new frame is processed */\n onFrameProcessed?: (stats: FrameProcessingStats) => void;\n};\n\nexport default class BackgroundProcessor extends VideoTransformer<BackgroundOptions> {\n static get isSupported() {\n return (\n typeof OffscreenCanvas !== 'undefined' &&\n typeof VideoFrame !== 'undefined' &&\n typeof createImageBitmap !== 'undefined' &&\n !!document.createElement('canvas').getContext('webgl2')\n );\n }\n\n imageSegmenter?: vision.ImageSegmenter;\n\n segmentationResults: vision.ImageSegmenterResult | undefined;\n\n backgroundImage: ImageBitmap | null = null;\n\n options: BackgroundOptions;\n\n constructor(opts: BackgroundOptions) {\n super();\n this.options = opts;\n this.update(opts);\n }\n\n async init({ outputCanvas, inputElement: inputVideo }: VideoTransformerInitOptions) {\n // Initialize WebGL with appropriate options based on our current state\n\n await super.init({ outputCanvas, inputElement: inputVideo });\n\n const fileSet = await vision.FilesetResolver.forVisionTasks(\n this.options.assetPaths?.tasksVisionFileSet ??\n `https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@${dependencies['@mediapipe/tasks-vision']}/wasm`,\n );\n\n this.imageSegmenter = await vision.ImageSegmenter.createFromOptions(fileSet, {\n baseOptions: {\n modelAssetPath:\n this.options.assetPaths?.modelAssetPath ??\n 'https://storage.googleapis.com/mediapipe-models/image_segmenter/selfie_segmenter/float16/latest/selfie_segmenter.tflite',\n delegate: 'GPU',\n ...this.options.segmenterOptions,\n },\n canvas: this.canvas,\n runningMode: 'VIDEO',\n outputCategoryMask: true,\n outputConfidenceMasks: false,\n });\n\n // Skip loading the image here if update already loaded the image below\n if (this.options?.imagePath && !this.backgroundImage) {\n await this.loadBackground(this.options.imagePath).catch((err) =>\n console.error('Error while loading processor background image: ', err),\n );\n }\n if (this.options.blurRadius) {\n this.gl?.setBlurRadius(this.options.blurRadius);\n }\n }\n\n async destroy() {\n await super.destroy();\n await this.imageSegmenter?.close();\n this.backgroundImage = null;\n }\n\n async loadBackground(path: string) {\n const img = new Image();\n\n await new Promise((resolve, reject) => {\n img.crossOrigin = 'Anonymous';\n img.onload = () => resolve(img);\n img.onerror = (err) => reject(err);\n img.src = path;\n });\n const imageData = await createImageBitmap(img);\n this.gl?.setBackgroundImage(imageData);\n }\n\n async transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>) {\n try {\n if (!(frame instanceof VideoFrame) || frame.codedWidth === 0 || frame.codedHeight === 0) {\n console.debug('empty frame detected, ignoring');\n return;\n }\n\n if (this.isDisabled) {\n controller.enqueue(frame);\n return;\n }\n if (!this.canvas) {\n throw TypeError('Canvas needs to be initialized first');\n }\n this.canvas.width = frame.displayWidth;\n this.canvas.height = frame.displayHeight;\n let startTimeMs = performance.now();\n\n this.imageSegmenter?.segmentForVideo(frame, startTimeMs, (result) => {\n const segmentationTimeMs = performance.now() - startTimeMs;\n this.segmentationResults = result;\n this.drawFrame(frame);\n if (this.canvas && this.canvas.width > 0 && this.canvas.height > 0) {\n const newFrame = new VideoFrame(this.canvas, {\n timestamp: frame.timestamp || Date.now(),\n });\n const filterTimeMs = performance.now() - startTimeMs - segmentationTimeMs;\n const stats: FrameProcessingStats = {\n processingTimeMs: performance.now() - startTimeMs,\n segmentationTimeMs,\n filterTimeMs,\n };\n this.options.onFrameProcessed?.(stats);\n\n controller.enqueue(newFrame);\n } else {\n controller.enqueue(frame);\n }\n frame.close();\n });\n } catch (e) {\n console.error('Error while processing frame: ', e);\n frame?.close();\n }\n }\n\n async update(opts: BackgroundOptions) {\n this.options = { ...this.options, ...opts };\n if (opts.blurRadius) {\n this.gl?.setBlurRadius(opts.blurRadius);\n } else if (opts.imagePath) {\n await this.loadBackground(opts.imagePath);\n }\n }\n\n async drawFrame(frame: VideoFrame) {\n if (!this.canvas || !this.gl || !this.segmentationResults || !this.inputVideo) return;\n\n const mask = this.segmentationResults.categoryMask;\n if (mask) {\n this.gl.render(frame, mask);\n }\n }\n}\n","{\n \"name\": \"@livekit/track-processors\",\n \"version\": \"0.5.4\",\n \"description\": \"LiveKit track processors\",\n \"main\": \"dist/index.js\",\n \"module\": \"dist/index.mjs\",\n \"source\": \"src/index.ts\",\n \"types\": \"dist/src/index.d.ts\",\n \"repository\": \"git@github.com:livekit/livekit-track-processors.git\",\n \"author\": \"Lukas Seiler\",\n \"license\": \"Apache-2.0\",\n \"scripts\": {\n \"build\": \"tsup --onSuccess \\\"tsc --declaration --emitDeclarationOnly\\\"\",\n \"build-sample\": \"cd example && vite build\",\n \"lint\": \"eslint src\",\n \"release\": \"pnpm build && changeset publish\",\n \"test\": \"jest\",\n \"sample\": \"vite serve example --port 8080 --open\"\n },\n \"files\": [\n \"dist\",\n \"src\"\n ],\n \"dependencies\": {\n \"@mediapipe/tasks-vision\": \"0.10.14\"\n },\n \"peerDependencies\": {\n \"livekit-client\": \"^1.12.0 || ^2.1.0\"\n },\n \"devDependencies\": {\n \"@changesets/cli\": \"^2.26.2\",\n \"@livekit/changesets-changelog-github\": \"^0.0.4\",\n \"@trivago/prettier-plugin-sort-imports\": \"^4.2.1\",\n \"@types/dom-mediacapture-transform\": \"^0.1.9\",\n \"@types/offscreencanvas\": \"^2019.7.3\",\n \"@typescript-eslint/eslint-plugin\": \"^5.62.0\",\n \"eslint\": \"8.39.0\",\n \"eslint-config-airbnb-typescript\": \"17.0.0\",\n \"eslint-config-prettier\": \"8.8.0\",\n \"eslint-plugin-ecmascript-compat\": \"^3.1.0\",\n \"eslint-plugin-import\": \"2.27.5\",\n \"prettier\": \"^2.8.8\",\n \"tsup\": \"^7.2.0\",\n \"typescript\": \"^5.8.3\",\n \"vite\": \"^4.5.0\"\n },\n \"packageManager\": \"pnpm@9.15.9+sha512.68046141893c66fad01c079231128e9afb89ef87e2691d69e4d40eee228988295fd4682181bae55b58418c3a253bde65a505ec7c5f9403ece5cc3cd37dcf2531\"\n}\n","/**\n * Initialize a WebGL texture\n */\nexport function initTexture(gl: WebGL2RenderingContext, texIndex: number) {\n const texRef = gl.TEXTURE0 + texIndex;\n gl.activeTexture(texRef);\n const texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n\n return texture;\n}\n\n/**\n * Create a WebGL framebuffer with the given texture as color attachment\n */\nexport function createFramebuffer(\n gl: WebGL2RenderingContext,\n texture: WebGLTexture,\n width: number,\n height: number,\n) {\n const framebuffer = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n\n // Set the texture as the color attachment\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\n\n // Ensure texture dimensions match the provided width and height\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n\n // Check if framebuffer is complete\n const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error('Framebuffer not complete');\n }\n\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n return framebuffer;\n}\n\n/**\n * Create a vertex buffer for a full-screen quad\n */\nexport function createVertexBuffer(gl: WebGL2RenderingContext): WebGLBuffer | null {\n const vertexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1]),\n gl.STATIC_DRAW,\n );\n return vertexBuffer;\n}\n\n/**\n * Resizes and crops an image to cover a target canvas while maintaining aspect ratio\n * @param image The source image\n * @param targetWidth The target width\n * @param targetHeight The target height\n * @returns A cropped and resized ImageBitmap\n */\nexport async function resizeImageToCover(\n image: ImageBitmap,\n targetWidth: number,\n targetHeight: number,\n): Promise<ImageBitmap> {\n // Calculate dimensions and crop for \"cover\" mode\n const imgAspect = image.width / image.height;\n const targetAspect = targetWidth / targetHeight;\n\n let sx = 0;\n let sy = 0;\n let sWidth = image.width;\n let sHeight = image.height;\n\n // For cover mode, we need to crop some parts of the image\n // to ensure it covers the canvas while maintaining aspect ratio\n if (imgAspect > targetAspect) {\n // Image is wider than target - crop the sides\n sWidth = Math.round(image.height * targetAspect);\n sx = Math.round((image.width - sWidth) / 2); // Center the crop horizontally\n } else if (imgAspect < targetAspect) {\n // Image is taller than target - crop the top/bottom\n sHeight = Math.round(image.width / targetAspect);\n sy = Math.round((image.height - sHeight) / 2); // Center the crop vertically\n }\n\n // Create a new ImageBitmap with the cropped portion\n return createImageBitmap(image, sx, sy, sWidth, sHeight, {\n resizeWidth: targetWidth,\n resizeHeight: targetHeight,\n resizeQuality: 'medium',\n });\n}\n\nconst emptyImageData = new ImageData(2, 2);\nemptyImageData.data[0] = 0;\nemptyImageData.data[1] = 0;\nemptyImageData.data[2] = 0;\nemptyImageData.data[3] = 0;\n\nconst glsl = (source: any) => source;\n\nexport { emptyImageData, glsl };\n","// Vertex shader source\nexport const vertexShaderSource = (flipY: boolean = true) => `#version 300 es\n in vec2 position;\n out vec2 texCoords;\n\n void main() {\n texCoords = (position + 1.0) / 2.0;\n texCoords.y = ${flipY ? '1.0 - texCoords.y' : 'texCoords.y'};\n gl_Position = vec4(position, 0, 1.0);\n }\n`;\n","import { glsl } from '../utils';\nimport { vertexShaderSource } from './vertexShader';\n\n// Define the blur fragment shader\nexport const blurFragmentShader = glsl`#version 300 es\n precision highp float;\n in vec2 texCoords;\n uniform sampler2D u_texture;\n uniform vec2 u_texelSize;\n uniform vec2 u_direction;\n uniform float u_radius;\n out vec4 fragColor;\n\n void main() {\n float sigma = u_radius;\n float twoSigmaSq = 2.0 * sigma * sigma;\n float totalWeight = 0.0;\n vec3 result = vec3(0.0);\n const int MAX_SAMPLES = 16;\n int radius = int(min(float(MAX_SAMPLES), ceil(u_radius)));\n\n for (int i = -MAX_SAMPLES; i <= MAX_SAMPLES; ++i) {\n float offset = float(i);\n if (abs(offset) > float(radius)) continue;\n float weight = exp(-(offset * offset) / twoSigmaSq);\n vec2 sampleCoord = texCoords + u_direction * u_texelSize * offset;\n result += texture(u_texture, sampleCoord).rgb * weight;\n totalWeight += weight;\n }\n\n fragColor = vec4(result / totalWeight, 1.0);\n }\n`;\n\nexport function createBlurProgram(gl: WebGL2RenderingContext) {\n // Create blur shader\n const blurFrag = gl.createShader(gl.FRAGMENT_SHADER);\n if (!blurFrag) {\n throw Error('cannot create blur shader');\n }\n gl.shaderSource(blurFrag, blurFragmentShader);\n gl.compileShader(blurFrag);\n\n // Get compile status and log errors if any\n if (!gl.getShaderParameter(blurFrag, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(blurFrag);\n throw Error(`Failed to compile blur shader: ${info}`);\n }\n\n // Create blur vertex shader\n const blurVertexShader = gl.createShader(gl.VERTEX_SHADER);\n if (!blurVertexShader) {\n throw Error('cannot create blur vertex shader');\n }\n gl.shaderSource(blurVertexShader, vertexShaderSource());\n gl.compileShader(blurVertexShader);\n\n // Create blur program\n const blurProgram = gl.createProgram();\n if (!blurProgram) {\n throw Error('cannot create blur program');\n }\n gl.attachShader(blurProgram, blurVertexShader);\n gl.attachShader(blurProgram, blurFrag);\n gl.linkProgram(blurProgram);\n\n // Check blur program link status\n if (!gl.getProgramParameter(blurProgram, gl.LINK_STATUS)) {\n const info = gl.getProgramInfoLog(blurProgram);\n throw Error(`Failed to link blur program: ${info}`);\n }\n\n // Get uniform locations\n const blurUniforms = {\n position: gl.getAttribLocation(blurProgram, 'position'),\n texture: gl.getUniformLocation(blurProgram, 'u_texture'),\n texelSize: gl.getUniformLocation(blurProgram, 'u_texelSize'),\n direction: gl.getUniformLocation(blurProgram, 'u_direction'),\n radius: gl.getUniformLocation(blurProgram, 'u_radius'),\n };\n\n return {\n program: blurProgram,\n shader: blurFrag,\n vertexShader: blurVertexShader,\n uniforms: blurUniforms,\n };\n}\n\nexport function applyBlur(\n gl: WebGL2RenderingContext,\n sourceTexture: WebGLTexture,\n width: number,\n height: number,\n blurRadius: number,\n blurProgram: WebGLProgram,\n blurUniforms: any,\n vertexBuffer: WebGLBuffer,\n processFramebuffers: WebGLFramebuffer[],\n processTextures: WebGLTexture[],\n) {\n gl.useProgram(blurProgram);\n\n // Set common attributes\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.vertexAttribPointer(blurUniforms.position, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(blurUniforms.position);\n\n const texelWidth = 1.0 / width;\n const texelHeight = 1.0 / height;\n\n // First pass - horizontal blur\n gl.bindFramebuffer(gl.FRAMEBUFFER, processFramebuffers[0]);\n gl.viewport(0, 0, width, height);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, sourceTexture);\n gl.uniform1i(blurUniforms.texture, 0);\n gl.uniform2f(blurUniforms.texelSize, texelWidth, texelHeight);\n gl.uniform2f(blurUniforms.direction, 1.0, 0.0); // Horizontal\n gl.uniform1f(blurUniforms.radius, blurRadius);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n // Second pass - vertical blur\n gl.bindFramebuffer(gl.FRAMEBUFFER, processFramebuffers[1]);\n gl.viewport(0, 0, width, height);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, processTextures[0]);\n gl.uniform1i(blurUniforms.texture, 0);\n gl.uniform2f(blurUniforms.direction, 0.0, 1.0); // Vertical\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n // Reset framebuffer\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\n return processTextures[1];\n}\n","import { glsl } from '../utils';\nimport { vertexShaderSource } from './vertexShader';\n\nexport const boxBlurFragmentShader = glsl`#version 300 es\nprecision mediump float;\n\nin vec2 texCoords;\n\nuniform sampler2D u_texture;\nuniform vec2 u_texelSize; // 1.0 / texture size\nuniform vec2 u_direction; // (1.0, 0.0) for horizontal, (0.0, 1.0) for vertical\nuniform float u_radius; // blur radius in texels\n\nout vec4 fragColor;\n\nvoid main() {\n vec3 sum = vec3(0.0);\n float count = 0.0;\n\n // Limit radius to avoid excessive loop cost\n const int MAX_RADIUS = 16;\n int radius = int(min(float(MAX_RADIUS), u_radius));\n\n for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i) {\n if (abs(i) > radius) continue;\n\n vec2 offset = u_direction * u_texelSize * float(i);\n sum += texture(u_texture, texCoords + offset).rgb;\n count += 1.0;\n }\n\n fragColor = vec4(sum / count, 1.0);\n}\n`;\n\n/**\n * Create the box blur shader program\n */\nexport function createBoxBlurProgram(gl: WebGL2RenderingContext) {\n // Create vertex shader\n const vertexShader = gl.createShader(gl.VERTEX_SHADER);\n if (!vertexShader) {\n throw Error('cannot create vertex shader');\n }\n gl.shaderSource(vertexShader, vertexShaderSource());\n gl.compileShader(vertexShader);\n\n // Check vertex shader compilation\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(vertexShader);\n throw Error(`Failed to compile vertex shader: ${info}`);\n }\n\n // Create fragment shader\n const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n if (!fragmentShader) {\n throw Error('cannot create fragment shader');\n }\n gl.shaderSource(fragmentShader, boxBlurFragmentShader);\n gl.compileShader(fragmentShader);\n\n // Check fragment shader compilation\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(fragmentShader);\n throw Error(`Failed to compile box blur shader: ${info}`);\n }\n\n // Create the program\n const program = gl.createProgram();\n if (!program) {\n throw Error('cannot create box blur program');\n }\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n\n // Check program link status\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const info = gl.getProgramInfoLog(program);\n throw Error(`Failed to link box blur program: ${info}`);\n }\n\n // Get attribute and uniform locations\n const uniforms = {\n position: gl.getAttribLocation(program, 'position'),\n texture: gl.getUniformLocation(program, 'u_texture'),\n texelSize: gl.getUniformLocation(program, 'u_texelSize'),\n direction: gl.getUniformLocation(program, 'u_direction'),\n radius: gl.getUniformLocation(program, 'u_radius'),\n };\n\n return {\n program,\n vertexShader,\n fragmentShader,\n uniforms,\n };\n}\n","import { glsl } from '../utils';\nimport { vertexShaderSource } from './vertexShader';\n\n// Fragment shader source for compositing\nexport const compositeFragmentShader = glsl`#version 300 es\n precision highp float;\n in vec2 texCoords;\n uniform sampler2D background;\n uniform sampler2D frame;\n uniform sampler2D mask;\n out vec4 fragColor;\n \n void main() {\n \n vec4 frameTex = texture(frame, texCoords);\n vec4 bgTex = texture(background, texCoords);\n\n float maskVal = texture(mask, texCoords).r;\n\n // Compute screen-space gradient to detect edge sharpness\n float grad = length(vec2(dFdx(maskVal), dFdy(maskVal)));\n\n float edgeSoftness = 2.0; // higher = softer\n \n // Create a smooth edge around binary transition\n float smoothAlpha = smoothstep(0.5 - grad * edgeSoftness, 0.5 + grad * edgeSoftness, maskVal);\n\n // Optional: preserve frame alpha, or override as fully opaque\n vec4 blended = mix(bgTex, vec4(frameTex.rgb, 1.0), 1.0 - smoothAlpha);\n \n fragColor = blended;\n \n }\n`;\n\n/**\n * Create the composite shader program\n */\nexport function createCompositeProgram(gl: WebGL2RenderingContext) {\n // Create vertex shader\n const vertexShader = gl.createShader(gl.VERTEX_SHADER);\n if (!vertexShader) {\n throw Error('cannot create vertex shader');\n }\n gl.shaderSource(vertexShader, vertexShaderSource());\n gl.compileShader(vertexShader);\n\n // Check vertex shader compilation\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(vertexShader);\n throw Error(`Failed to compile vertex shader: ${info}`);\n }\n\n // Create fragment shader\n const compositeShader = gl.createShader(gl.FRAGMENT_SHADER);\n if (!compositeShader) {\n throw Error('cannot create fragment shader');\n }\n gl.shaderSource(compositeShader, compositeFragmentShader);\n gl.compileShader(compositeShader);\n\n // Check fragment shader compilation\n if (!gl.getShaderParameter(compositeShader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(compositeShader);\n throw Error(`Failed to compile composite shader: ${info}`);\n }\n\n // Create the program\n const compositeProgram = gl.createProgram();\n if (!compositeProgram) {\n throw Error('cannot create composite program');\n }\n gl.attachShader(compositeProgram, vertexShader);\n gl.attachShader(compositeProgram, compositeShader);\n gl.linkProgram(compositeProgram);\n\n // Check program link status\n if (!gl.getProgramParameter(compositeProgram, gl.LINK_STATUS)) {\n const info = gl.getProgramInfoLog(compositeProgram);\n throw Error(`Failed to link composite program: ${info}`);\n }\n\n // Get attribute and uniform locations\n const attribLocations = {\n position: gl.getAttribLocation(compositeProgram, 'position'),\n };\n\n const uniformLocations = {\n mask: gl.getUniformLocation(compositeProgram, 'mask')!,\n frame: gl.getUniformLocation(compositeProgram, 'frame')!,\n background: gl.getUniformLocation(compositeProgram, 'background')!,\n stepWidth: gl.getUniformLocation(compositeProgram, 'u_stepWidth')!,\n };\n\n return {\n program: compositeProgram,\n vertexShader,\n fragmentShader: compositeShader,\n attribLocations,\n uniformLocations,\n };\n}\n","import { MPMask } from '@mediapipe/tasks-vision';\nimport { applyBlur, createBlurProgram } from './shader-programs/blurShader';\nimport { createBoxBlurProgram } from './shader-programs/boxBlurShader';\nimport { createCompositeProgram } from './shader-programs/compositeShader';\nimport {\n createFramebuffer,\n createVertexBuffer,\n emptyImageData,\n initTexture,\n resizeImageToCover,\n} from './utils';\n\nexport const setupWebGL = (canvas: OffscreenCanvas) => {\n const gl = canvas.getContext('webgl2', {\n antialias: true,\n premultipliedAlpha: true,\n }) as WebGL2RenderingContext;\n\n let blurRadius: number | null = null;\n\n if (!gl) {\n console.error('Failed to create WebGL context');\n return undefined;\n }\n\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);\n\n // Create the composite program\n const composite = createCompositeProgram(gl);\n const compositeProgram = composite.program;\n const positionLocation = composite.attribLocations.position;\n const {\n mask: maskTextureLocation,\n frame: frameTextureLocation,\n background: bgTextureLocation,\n } = composite.uniformLocations;\n\n // Create the blur program using the same vertex shader source\n const blur = createBlurProgram(gl);\n const blurProgram = blur.program;\n const blurUniforms = blur.uniforms;\n\n // Create the box blur program\n const boxBlur = createBoxBlurProgram(gl);\n const boxBlurProgram = boxBlur.program;\n const boxBlurUniforms = boxBlur.uniforms;\n\n const bgTexture = initTexture(gl, 0);\n const frameTexture = initTexture(gl, 1);\n const vertexBuffer = createVertexBuffer(gl);\n\n if (!vertexBuffer) {\n throw new Error('Failed to create vertex buffer');\n }\n\n // Create additional textures and framebuffers for processing\n let bgBlurTextures: WebGLTexture[] = [];\n let bgBlurFrameBuffers: WebGLFramebuffer[] = [];\n let maskBlurTextures: WebGLTexture[] = [];\n let maskBlurFrameBuffers: WebGLFramebuffer[] = [];\n\n // Create textures for background processing (blur)\n bgBlurTextures.push(initTexture(gl, 3)); // For blur pass 1\n bgBlurTextures.push(initTexture(gl, 4)); // For blur pass 2\n\n // Create framebuffers for background processing\n bgBlurFrameBuffers.push(createFramebuffer(gl, bgBlurTextures[0], canvas.width, canvas.height));\n bgBlurFrameBuffers.push(createFramebuffer(gl, bgBlurTextures[1], canvas.width, canvas.height));\n\n // Create textures for mask processing (blur)\n maskBlurTextures.push(initTexture(gl, 5)); // For mask blur pass 1\n maskBlurTextures.push(initTexture(gl, 6)); // For mask blur pass 2\n\n // Create framebuffers for mask processing\n maskBlurFrameBuffers.push(\n createFramebuffer(gl, maskBlurTextures[0], canvas.width, canvas.height),\n );\n maskBlurFrameBuffers.push(\n createFramebuffer(gl, maskBlurTextures[1], canvas.width, canvas.height),\n );\n\n // Set up uniforms for the composite shader\n gl.useProgram(compositeProgram);\n gl.uniform1i(bgTextureLocation, 0);\n gl.uniform1i(frameTextureLocation, 1);\n gl.uniform1i(maskTextureLocation, 2);\n\n // Store custom background image\n let customBackgroundImage: ImageBitmap | ImageData = emptyImageData;\n\n function render(frame: VideoFrame, mask: MPMask) {\n if (frame.codedWidth === 0 || mask.width === 0) {\n return;\n }\n\n const width = frame.displayWidth;\n const height = frame.displayHeight;\n\n // Prepare frame texture\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, frameTexture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, frame);\n\n // Apply blur if enabled (and no custom background is set)\n let backgroundTexture = bgTexture;\n\n if (blurRadius) {\n backgroundTexture = applyBlur(\n gl,\n frameTexture,\n width,\n height,\n blurRadius,\n blurProgram,\n blurUniforms,\n vertexBuffer!,\n bgBlurFrameBuffers,\n bgBlurTextures,\n );\n } else {\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, bgTexture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, customBackgroundImage);\n backgroundTexture = bgTexture;\n }\n\n // Apply box blur to mask texture\n const blurredMaskTexture = applyBlur(\n gl,\n mask.getAsWebGLTexture(),\n width,\n height,\n blurRadius || 1.0, // Use a default blur radius if not set\n boxBlurProgram,\n boxBlurUniforms,\n vertexBuffer!,\n maskBlurFrameBuffers,\n maskBlurTextures,\n );\n\n // Render the final composite\n gl.viewport(0, 0, width, height);\n gl.clearColor(1.0, 1.0, 1.0, 1.0);\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n gl.useProgram(compositeProgram);\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(positionLocation);\n\n // Set background texture (either original, blurred or custom)\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, backgroundTexture);\n gl.uniform1i(bgTextureLocation, 0);\n\n // Set frame texture\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, frameTexture);\n gl.uniform1i(frameTextureLocation, 1);\n\n // Set blurred mask texture\n gl.activeTexture(gl.TEXTURE2);\n gl.bindTexture(gl.TEXTURE_2D, blurredMaskTexture);\n gl.uniform1i(maskTextureLocation, 2);\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n mask.close();\n }\n\n /**\n * Set or update the background image\n * @param image The background image to use, or null to clear\n */\n async function setBackgroundImage(image: ImageBitmap | null) {\n // Clear existing background\n customBackgroundImage = emptyImageData;\n\n if (image) {\n try {\n // Resize and crop the image to cover the canvas\n const croppedImage = await resizeImageToCover(image, canvas.width, canvas.height);\n\n // Store the cropped and resized image\n customBackgroundImage = croppedImage;\n } catch (error) {\n console.error(\n 'Error processing background image, falling back to black background:',\n error,\n );\n }\n }\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, bgTexture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, customBackgroundImage);\n }\n\n function setBlurRadius(radius: number | null) {\n blurRadius = radius;\n setBackgroundImage(null);\n }\n\n function cleanup() {\n gl.deleteProgram(compositeProgram);\n gl.deleteProgram(blurProgram);\n gl.deleteProgram(boxBlurProgram);\n gl.deleteTexture(bgTexture);\n gl.deleteTexture(frameTexture);\n for (const texture of bgBlurTextures) {\n gl.deleteTexture(texture);\n }\n for (const framebuffer of bgBlurFrameBuffers) {\n gl.deleteFramebuffer(framebuffer);\n }\n for (const texture of maskBlurTextures) {\n gl.deleteTexture(texture);\n }\n for (const framebuffer of maskBlurFrameBuffers) {\n gl.deleteFramebuffer(framebuffer);\n }\n gl.deleteBuffer(vertexBuffer);\n\n // Release any ImageBitmap resources\n if (customBackgroundImage) {\n if (customBackgroundImage instanceof ImageBitmap) {\n customBackgroundImage.close();\n }\n customBackgroundImage = emptyImageData;\n }\n bgBlurTextures = [];\n bgBlurFrameBuffers = [];\n maskBlurTextures = [];\n maskBlurFrameBuffers = [];\n }\n\n return { render, setBackgroundImage, setBlurRadius, cleanup };\n};\n","import { setupWebGL } from '../webgl/index';\nimport { VideoTrackTransformer, VideoTransformerInitOptions } from './types';\n\nexport default abstract class VideoTransformer<Options extends Record<string, unknown>>\n implements VideoTrackTransformer<Options>\n{\n transformer?: TransformStream;\n\n canvas?: OffscreenCanvas;\n\n // ctx?: OffscreenCanvasRenderingContext2D;\n\n inputVideo?: HTMLVideoElement;\n\n gl?: ReturnType<typeof setupWebGL>;\n\n protected isDisabled?: Boolean = false;\n\n async init({\n outputCanvas,\n inputElement: inputVideo,\n }: VideoTransformerInitOptions): Promise<void> {\n if (!(inputVideo instanceof HTMLVideoElement)) {\n throw TypeError('Video transformer needs a HTMLVideoElement as input');\n }\n\n this.transformer = new TransformStream({\n transform: (frame, controller) => this.transform(frame, controller),\n });\n this.canvas = outputCanvas || null;\n if (outputCanvas) {\n // this.ctx = this.canvas?.getContext('2d') || undefined;\n this.gl = setupWebGL(\n this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight),\n );\n }\n this.inputVideo = inputVideo;\n this.isDisabled = false;\n }\n\n async restart({ outputCanvas, inputElement: inputVideo }: VideoTransformerInitOptions) {\n this.canvas = outputCanvas || null;\n this.gl?.cleanup();\n this.gl = setupWebGL(\n this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight),\n );\n\n this.inputVideo = inputVideo;\n this.isDisabled = false;\n }\n\n async destroy() {\n this.isDisabled = true;\n this.canvas = undefined;\n this.gl?.cleanup();\n this.gl = undefined;\n }\n\n abstract transform(\n frame: VideoFrame,\n controller: TransformStreamDefaultController<VideoFrame>,\n ): void;\n\n abstract update(options: Options): void;\n}\n","import ProcessorWrapper, { ProcessorWrapperOptions } from './ProcessorWrapper';\nimport BackgroundTransformer, {\n BackgroundOptions,\n FrameProcessingStats,\n SegmenterOptions,\n} from './transformers/BackgroundTransformer';\n\nexport * from './transformers/types';\nexport { default as VideoTransformer } from './transformers/VideoTransformer';\nexport {\n ProcessorWrapper,\n type BackgroundOptions,\n type SegmenterOptions,\n BackgroundTransformer,\n type ProcessorWrapperOptions,\n};\n\n/**\n * Determines if the current browser supports background processors\n */\nexport const supportsBackgroundProcessors = () =>\n BackgroundTransformer.isSupported && ProcessorWrapper.isSupported;\n\n/**\n * Determines if the current browser supports modern background processors, which yield better performance\n */\nexport const supportsModernBackgroundProcessors = () =>\n BackgroundTransformer.isSupported && ProcessorWrapper.hasModernApiSupport;\n\nexport interface BackgroundProcessorOptions extends ProcessorWrapperOptions {\n blurRadius?: number;\n imagePath?: string;\n segmenterOptions?: SegmenterOptions;\n assetPaths?: { tasksVisionFileSet?: string; modelAssetPath?: string };\n onFrameProcessed?: (stats: FrameProcessingStats) => void;\n}\n\nexport const BackgroundBlur = (\n blurRadius: number = 10,\n segmenterOptions?: SegmenterOptions,\n onFrameProcessed?: (stats: FrameProcessingStats) => void,\n processorOptions?: ProcessorWrapperOptions,\n) => {\n return BackgroundProcessor(\n {\n blurRadius,\n segmenterOptions,\n onFrameProcessed,\n ...processorOptions,\n },\n 'background-blur',\n );\n};\n\nexport const VirtualBackground = (\n imagePath: string,\n segmenterOptions?: SegmenterOptions,\n onFrameProcessed?: (stats: FrameProcessingStats) => void,\n processorOptions?: ProcessorWrapperOptions,\n) => {\n return BackgroundProcessor(\n {\n imagePath,\n segmenterOptions,\n onFrameProcessed,\n ...processorOptions,\n },\n 'virtual-background',\n );\n};\n\nexport const BackgroundProcessor = (\n options: BackgroundProcessorOptions,\n name = 'background-processor',\n) => {\n const isTransformerSupported = BackgroundTransformer.isSupported;\n const isProcessorSupported = ProcessorWrapper.isSupported;\n\n if (!isTransformerSupported) {\n throw new Error('Background transformer is not supported in this browser');\n }\n\n if (!isProcessorSupported) {\n throw new Error(\n 'Neither MediaStreamTrackProcessor nor canvas.captureStream() fallback is supported in this browser',\n );\n }\n\n // Extract transformer-specific options and processor options\n const {\n blurRadius,\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n ...processorOpts\n } = options;\n\n const transformer = new BackgroundTransformer({\n blurRadius,\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n });\n\n const processor = new ProcessorWrapper(transformer, name, processorOpts);\n\n return 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1
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{"version":3,"sources":["../src/utils.ts","../src/ProcessorWrapper.ts","../src/transformers/BackgroundTransformer.ts","../package.json","../src/webgl/utils.ts","../src/webgl/shader-programs/vertexShader.ts","../src/webgl/shader-programs/blurShader.ts","../src/webgl/shader-programs/boxBlurShader.ts","../src/webgl/shader-programs/compositeShader.ts","../src/webgl/shader-programs/downSampler.ts","../src/webgl/index.ts","../src/transformers/VideoTransformer.ts","../src/index.ts"],"sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\nexport const supportsOffscreenCanvas = () => typeof OffscreenCanvas !== 'undefined';\n\nasync function sleep(time: number) {\n return new Promise((resolve) => setTimeout(resolve, time));\n}\n\nexport async function waitForTrackResolution(track: MediaStreamTrack) {\n const timeout = 500;\n\n // browsers report wrong initial resolution on iOS.\n // when slightly delaying the call to .getSettings(), the correct resolution is being reported\n await sleep(10);\n\n const started = Date.now();\n while (Date.now() - started < timeout) {\n const { width, height } = track.getSettings();\n if (width && height) {\n return { width, height };\n }\n await sleep(50);\n }\n return { width: undefined, height: undefined };\n}\n\nexport function createCanvas(width: number, height: number) {\n if (supportsOffscreenCanvas()) {\n return new OffscreenCanvas(width, height);\n }\n const canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n return canvas;\n}\n","import type { ProcessorOptions, Track, TrackProcessor } from 'livekit-client';\nimport { TrackTransformer } from './transformers';\nimport { createCanvas, waitForTrackResolution } from './utils';\n\nexport interface ProcessorWrapperOptions {\n /**\n * Maximum frame rate for fallback canvas.captureStream implementation\n * Default: 30\n */\n maxFps?: number;\n}\n\nexport default class ProcessorWrapper<TransformerOptions extends Record<string, unknown>>\n implements TrackProcessor<Track.Kind>\n{\n /**\n * Determines if the Processor is supported on the current browser\n */\n static get isSupported() {\n // Check for primary implementation support\n const hasStreamProcessor =\n typeof MediaStreamTrackGenerator !== 'undefined' &&\n typeof MediaStreamTrackProcessor !== 'undefined';\n\n // Check for fallback implementation support\n const hasFallbackSupport =\n typeof HTMLCanvasElement !== 'undefined' &&\n typeof VideoFrame !== 'undefined' &&\n 'captureStream' in HTMLCanvasElement.prototype;\n\n // We can work if either implementation is available\n return hasStreamProcessor || hasFallbackSupport;\n }\n\n /**\n * Determines if modern browser APIs are supported, which yield better performance\n */\n static get hasModernApiSupport() {\n return (\n typeof MediaStreamTrackGenerator !== 'undefined' &&\n typeof MediaStreamTrackProcessor !== 'undefined'\n );\n }\n\n name: string;\n\n source?: MediaStreamVideoTrack;\n\n processor?: MediaStreamTrackProcessor<VideoFrame>;\n\n trackGenerator?: MediaStreamTrackGenerator<VideoFrame>;\n\n canvas?: OffscreenCanvas | HTMLCanvasElement;\n\n displayCanvas?: HTMLCanvasElement;\n\n sourceDummy?: HTMLMediaElement;\n\n processedTrack?: MediaStreamTrack;\n\n transformer: TrackTransformer<TransformerOptions>;\n\n // For tracking whether we're using the stream API fallback\n private useStreamFallback = false;\n\n // For fallback rendering with canvas.captureStream()\n private capturedStream?: MediaStream;\n\n private animationFrameId?: number;\n\n private renderContext?: CanvasRenderingContext2D;\n\n private frameCallback?: (frame: VideoFrame) => void;\n\n private processingEnabled = false;\n\n // FPS control for fallback implementation\n private maxFps: number;\n\n constructor(\n transformer: TrackTransformer<TransformerOptions>,\n name: string,\n options: ProcessorWrapperOptions = {},\n ) {\n this.name = name;\n this.transformer = transformer;\n this.maxFps = options.maxFps ?? 30;\n }\n\n private async setup(opts: ProcessorOptions<Track.Kind>) {\n this.source = opts.track as MediaStreamVideoTrack;\n\n const { width, height } = await waitForTrackResolution(this.source);\n this.sourceDummy = opts.element;\n\n if (!(this.sourceDummy instanceof HTMLVideoElement)) {\n throw TypeError('Currently only video transformers are supported');\n }\n\n if (this.sourceDummy instanceof HTMLVideoElement) {\n this.sourceDummy.height = height ?? 300;\n this.sourceDummy.width = width ?? 300;\n }\n\n this.useStreamFallback = !ProcessorWrapper.hasModernApiSupport;\n\n if (this.useStreamFallback) {\n // Create a visible canvas for the fallback implementation or use an existing one if provided\n const existingCanvas = document.querySelector(\n 'canvas[data-livekit-processor=\"' + this.name + '\"]',\n ) as HTMLCanvasElement;\n\n if (existingCanvas) {\n this.displayCanvas = existingCanvas;\n this.displayCanvas.width = width ?? 300;\n this.displayCanvas.height = height ?? 300;\n } else {\n this.displayCanvas = document.createElement('canvas');\n this.displayCanvas.width = width ?? 300;\n this.displayCanvas.height = height ?? 300;\n this.displayCanvas.style.display = 'none';\n this.displayCanvas.dataset.livekitProcessor = this.name;\n document.body.appendChild(this.displayCanvas);\n }\n\n this.renderContext = this.displayCanvas.getContext('2d')!;\n this.capturedStream = this.displayCanvas.captureStream();\n this.canvas = createCanvas(width ?? 300, height ?? 300);\n } else {\n // Use MediaStreamTrackProcessor API\n this.processor = new MediaStreamTrackProcessor({ track: this.source });\n this.trackGenerator = new MediaStreamTrackGenerator({\n kind: 'video',\n signalTarget: this.source,\n });\n this.canvas = createCanvas(width ?? 300, height ?? 300);\n }\n }\n\n async init(opts: ProcessorOptions<Track.Kind>): Promise<void> {\n await this.setup(opts);\n\n if (!this.canvas) {\n throw new TypeError('Expected canvas to be defined after setup');\n }\n\n await this.transformer.init({\n outputCanvas: this.canvas,\n inputElement: this.sourceDummy as HTMLVideoElement,\n });\n\n if (this.useStreamFallback) {\n this.initFallbackPath();\n } else {\n this.initStreamProcessorPath();\n }\n }\n\n private initStreamProcessorPath() {\n if (!this.processor || !this.trackGenerator) {\n throw new TypeError(\n 'Expected processor and trackGenerator to be defined for stream processor path',\n );\n }\n\n const readableStream = this.processor.readable;\n const pipedStream = readableStream.pipeThrough(this.transformer!.transformer!);\n\n pipedStream\n .pipeTo(this.trackGenerator.writable)\n .catch((e) => console.error('error when trying to pipe', e))\n .finally(() => this.destroy());\n\n this.processedTrack = this.trackGenerator as MediaStreamVideoTrack;\n }\n\n private initFallbackPath() {\n if (!this.capturedStream || !this.source || !this.canvas || !this.renderContext) {\n throw new TypeError('Missing required components for fallback implementation');\n }\n\n this.processedTrack = this.capturedStream.getVideoTracks()[0];\n this.processingEnabled = true;\n\n // Set up the frame callback for the transformer\n this.frameCallback = (frame: VideoFrame) => {\n if (!this.processingEnabled || !frame) {\n frame.close();\n return;\n }\n\n const controller = {\n enqueue: (processedFrame: VideoFrame) => {\n if (this.renderContext && this.displayCanvas) {\n // Draw the processed frame to the visible canvas\n this.renderContext.drawImage(\n processedFrame,\n 0,\n 0,\n this.displayCanvas.width,\n this.displayCanvas.height,\n );\n processedFrame.close();\n }\n },\n } as TransformStreamDefaultController<VideoFrame>;\n\n try {\n // Pass the frame through our transformer\n // @ts-ignore - The controller expects both VideoFrame & AudioData but we're only using VideoFrame\n this.transformer.transform(frame, controller);\n } catch (e) {\n console.error('Error in transform:', e);\n frame.close();\n }\n };\n\n // Start the rendering loop\n this.startRenderLoop();\n }\n\n private startRenderLoop() {\n if (!this.sourceDummy || !(this.sourceDummy instanceof HTMLVideoElement)) {\n return;\n }\n\n // Store the last processed timestamp to avoid duplicate processing\n let lastVideoTimestamp = -1;\n let lastFrameTime = 0;\n const videoElement = this.sourceDummy as HTMLVideoElement;\n const minFrameInterval = 1000 / this.maxFps; // Minimum time between frames\n\n // Estimate the video's native frame rate\n let estimatedVideoFps = this.maxFps;\n let frameTimeHistory: number[] = [];\n let lastVideoTimeChange = 0;\n let frameCount = 0;\n let lastFpsLog = 0;\n\n const renderLoop = () => {\n if (\n !this.processingEnabled ||\n !this.sourceDummy ||\n !(this.sourceDummy instanceof HTMLVideoElement)\n ) {\n return;\n }\n\n if (this.sourceDummy.paused) {\n console.warn('Video is paused, trying to play');\n this.sourceDummy.play();\n return;\n }\n\n // Only process a new frame if the video has actually updated\n const videoTime = videoElement.currentTime;\n const now = performance.now();\n const timeSinceLastFrame = now - lastFrameTime;\n\n // Detect if video has a new frame\n const hasNewFrame = videoTime !== lastVideoTimestamp;\n\n // Update frame rate estimation if we have a new frame\n if (hasNewFrame) {\n if (lastVideoTimeChange > 0) {\n const timeBetweenFrames = now - lastVideoTimeChange;\n frameTimeHistory.push(timeBetweenFrames);\n\n // Keep a rolling window of the last 10 frame times\n if (frameTimeHistory.length > 10) {\n frameTimeHistory.shift();\n }\n\n // Calculate average frame interval\n if (frameTimeHistory.length > 2) {\n const avgFrameTime =\n frameTimeHistory.reduce((sum, time) => sum + time, 0) / frameTimeHistory.length;\n estimatedVideoFps = 1000 / avgFrameTime;\n\n // Log estimated FPS every 5 seconds in development environments\n // Use a simpler check that works in browsers without process.env\n const isDevelopment =\n (typeof window !== 'undefined' && window.location.hostname === 'localhost') ||\n window.location.hostname === '127.0.0.1';\n\n if (isDevelopment && now - lastFpsLog > 5000) {\n console.debug(\n `[${this.name}] Estimated video FPS: ${estimatedVideoFps.toFixed(\n 1,\n )}, Processing at: ${(frameCount / 5).toFixed(1)} FPS`,\n );\n frameCount = 0;\n lastFpsLog = now;\n }\n }\n }\n lastVideoTimeChange = now;\n }\n\n // Determine if we should process this frame\n // We'll process if:\n // 1. The video has a new frame\n // 2. Enough time has passed since last frame (respecting maxFps)\n const timeThresholdMet = timeSinceLastFrame >= minFrameInterval;\n\n if (hasNewFrame && timeThresholdMet) {\n lastVideoTimestamp = videoTime;\n lastFrameTime = now;\n frameCount++;\n\n try {\n // Create a VideoFrame from the video element\n if (videoElement.readyState >= HTMLMediaElement.HAVE_CURRENT_DATA) {\n const frame = new VideoFrame(videoElement);\n if (this.frameCallback) {\n this.frameCallback(frame);\n } else {\n frame.close();\n }\n }\n } catch (e) {\n console.error('Error in render loop:', e);\n }\n }\n this.animationFrameId = requestAnimationFrame(renderLoop);\n };\n\n this.animationFrameId = requestAnimationFrame(renderLoop);\n }\n\n async restart(opts: ProcessorOptions<Track.Kind>): Promise<void> {\n await this.destroy();\n await this.init(opts);\n }\n\n async restartTransformer(...options: Parameters<(typeof this.transformer)['restart']>) {\n // @ts-ignore unclear why the restart method only accepts VideoTransformerInitOptions instead of either those or AudioTransformerInitOptions\n await this.transformer.restart(options[0]);\n }\n\n async updateTransformerOptions(...options: Parameters<(typeof this.transformer)['update']>) {\n await this.transformer.update(options[0]);\n }\n\n async destroy() {\n if (this.useStreamFallback) {\n this.processingEnabled = false;\n if (this.animationFrameId) {\n cancelAnimationFrame(this.animationFrameId);\n this.animationFrameId = undefined;\n }\n if (this.displayCanvas && this.displayCanvas.parentNode) {\n this.displayCanvas.parentNode.removeChild(this.displayCanvas);\n }\n this.capturedStream?.getTracks().forEach((track) => track.stop());\n } else {\n await this.processor?.writableControl?.close();\n this.trackGenerator?.stop();\n }\n await this.transformer.destroy();\n }\n}\n","import * as vision from '@mediapipe/tasks-vision';\nimport { dependencies } from '../../package.json';\nimport VideoTransformer from './VideoTransformer';\nimport { VideoTransformerInitOptions } from './types';\n\nexport type SegmenterOptions = Partial<vision.ImageSegmenterOptions['baseOptions']>;\n\nexport interface FrameProcessingStats {\n processingTimeMs: number;\n segmentationTimeMs: number;\n filterTimeMs: number;\n}\n\nexport type BackgroundOptions = {\n blurRadius?: number;\n imagePath?: string;\n /** cannot be updated through the `update` method, needs a restart */\n segmenterOptions?: SegmenterOptions;\n /** cannot be updated through the `update` method, needs a restart */\n assetPaths?: { tasksVisionFileSet?: string; modelAssetPath?: string };\n /** called when a new frame is processed */\n onFrameProcessed?: (stats: FrameProcessingStats) => void;\n};\n\nexport default class BackgroundProcessor extends VideoTransformer<BackgroundOptions> {\n static get isSupported() {\n return (\n typeof OffscreenCanvas !== 'undefined' &&\n typeof VideoFrame !== 'undefined' &&\n typeof createImageBitmap !== 'undefined' &&\n !!document.createElement('canvas').getContext('webgl2')\n );\n }\n\n imageSegmenter?: vision.ImageSegmenter;\n\n segmentationResults: vision.ImageSegmenterResult | undefined;\n\n backgroundImage: ImageBitmap | null = null;\n\n options: BackgroundOptions;\n\n segmentationTimeMs: number = 0;\n\n constructor(opts: BackgroundOptions) {\n super();\n this.options = opts;\n this.update(opts);\n }\n\n async init({ outputCanvas, inputElement: inputVideo }: VideoTransformerInitOptions) {\n // Initialize WebGL with appropriate options based on our current state\n\n await super.init({ outputCanvas, inputElement: inputVideo });\n\n const fileSet = await vision.FilesetResolver.forVisionTasks(\n this.options.assetPaths?.tasksVisionFileSet ??\n `https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@${dependencies['@mediapipe/tasks-vision']}/wasm`,\n );\n\n this.imageSegmenter = await vision.ImageSegmenter.createFromOptions(fileSet, {\n baseOptions: {\n modelAssetPath:\n this.options.assetPaths?.modelAssetPath ??\n 'https://storage.googleapis.com/mediapipe-models/image_segmenter/selfie_segmenter/float16/latest/selfie_segmenter.tflite',\n delegate: 'GPU',\n ...this.options.segmenterOptions,\n },\n canvas: this.canvas,\n runningMode: 'VIDEO',\n outputCategoryMask: true,\n outputConfidenceMasks: false,\n });\n\n // Skip loading the image here if update already loaded the image below\n if (this.options?.imagePath && !this.backgroundImage) {\n await this.loadBackground(this.options.imagePath).catch((err) =>\n console.error('Error while loading processor background image: ', err),\n );\n }\n if (this.options.blurRadius) {\n this.gl?.setBlurRadius(this.options.blurRadius);\n }\n }\n\n async destroy() {\n await super.destroy();\n await this.imageSegmenter?.close();\n this.backgroundImage = null;\n }\n\n async loadBackground(path: string) {\n const img = new Image();\n\n await new Promise((resolve, reject) => {\n img.crossOrigin = 'Anonymous';\n img.onload = () => resolve(img);\n img.onerror = (err) => reject(err);\n img.src = path;\n });\n const imageData = await createImageBitmap(img);\n this.gl?.setBackgroundImage(imageData);\n }\n\n async transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>) {\n try {\n if (!(frame instanceof VideoFrame) || frame.codedWidth === 0 || frame.codedHeight === 0) {\n console.debug('empty frame detected, ignoring');\n return;\n }\n\n if (this.isDisabled) {\n controller.enqueue(frame);\n return;\n }\n const frameTimeMs = Date.now();\n if (!this.canvas) {\n throw TypeError('Canvas needs to be initialized first');\n }\n this.canvas.width = frame.displayWidth;\n this.canvas.height = frame.displayHeight;\n const segmentationPromise = new Promise<void>((resolve, reject) => {\n try {\n let segmentationStartTimeMs = performance.now();\n this.imageSegmenter?.segmentForVideo(frame, segmentationStartTimeMs, (result) => {\n this.segmentationTimeMs = performance.now() - segmentationStartTimeMs;\n this.segmentationResults = result;\n this.updateMask(result.categoryMask);\n result.close();\n resolve();\n });\n } catch (e) {\n reject(e);\n }\n });\n\n const filterStartTimeMs = performance.now();\n this.drawFrame(frame);\n if (this.canvas && this.canvas.width > 0 && this.canvas.height > 0) {\n const newFrame = new VideoFrame(this.canvas, {\n timestamp: frame.timestamp || frameTimeMs,\n });\n controller.enqueue(newFrame);\n const filterTimeMs = performance.now() - filterStartTimeMs;\n const stats: FrameProcessingStats = {\n processingTimeMs: this.segmentationTimeMs + filterTimeMs,\n segmentationTimeMs: this.segmentationTimeMs,\n filterTimeMs,\n };\n this.options.onFrameProcessed?.(stats);\n } else {\n controller.enqueue(frame);\n }\n await segmentationPromise;\n } catch (e) {\n console.error('Error while processing frame: ', e);\n } finally {\n frame.close();\n }\n }\n\n async update(opts: BackgroundOptions) {\n this.options = { ...this.options, ...opts };\n if (opts.blurRadius) {\n this.gl?.setBlurRadius(opts.blurRadius);\n } else if (opts.imagePath) {\n await this.loadBackground(opts.imagePath);\n }\n }\n\n private async drawFrame(frame: VideoFrame) {\n if (!this.gl) return;\n this.gl?.renderFrame(frame);\n }\n\n private async updateMask(mask: vision.MPMask | undefined) {\n if (!mask) return;\n this.gl?.updateMask(mask.getAsWebGLTexture());\n }\n}\n","{\n \"name\": \"@livekit/track-processors\",\n \"version\": \"0.5.6\",\n \"description\": \"LiveKit track processors\",\n \"main\": \"dist/index.js\",\n \"module\": \"dist/index.mjs\",\n \"source\": \"src/index.ts\",\n \"types\": \"dist/src/index.d.ts\",\n \"repository\": \"git@github.com:livekit/livekit-track-processors.git\",\n \"author\": \"Lukas Seiler\",\n \"license\": \"Apache-2.0\",\n \"scripts\": {\n \"build\": \"tsup --onSuccess \\\"tsc --declaration --emitDeclarationOnly\\\"\",\n \"build-sample\": \"cd example && vite build\",\n \"lint\": \"eslint src\",\n \"release\": \"pnpm build && changeset publish\",\n \"test\": \"jest\",\n \"sample\": \"vite serve example --port 8080 --open\"\n },\n \"files\": [\n \"dist\",\n \"src\"\n ],\n \"dependencies\": {\n \"@mediapipe/tasks-vision\": \"0.10.14\"\n },\n \"peerDependencies\": {\n \"livekit-client\": \"^1.12.0 || ^2.1.0\"\n },\n \"devDependencies\": {\n \"@changesets/cli\": \"^2.26.2\",\n \"@livekit/changesets-changelog-github\": \"^0.0.4\",\n \"@trivago/prettier-plugin-sort-imports\": \"^4.2.1\",\n \"@types/dom-mediacapture-transform\": \"^0.1.9\",\n \"@types/offscreencanvas\": \"^2019.7.3\",\n \"@typescript-eslint/eslint-plugin\": \"^5.62.0\",\n \"eslint\": \"8.39.0\",\n \"eslint-config-airbnb-typescript\": \"17.0.0\",\n \"eslint-config-prettier\": \"8.8.0\",\n \"eslint-plugin-ecmascript-compat\": \"^3.1.0\",\n \"eslint-plugin-import\": \"2.27.5\",\n \"prettier\": \"^2.8.8\",\n \"tsup\": \"^7.2.0\",\n \"typescript\": \"^5.8.3\",\n \"vite\": \"^4.5.0\"\n },\n \"packageManager\": \"pnpm@9.15.9+sha512.68046141893c66fad01c079231128e9afb89ef87e2691d69e4d40eee228988295fd4682181bae55b58418c3a253bde65a505ec7c5f9403ece5cc3cd37dcf2531\"\n}\n","/**\n * Initialize a WebGL texture\n */\nexport function initTexture(gl: WebGL2RenderingContext, texIndex: number) {\n const texRef = gl.TEXTURE0 + texIndex;\n gl.activeTexture(texRef);\n const texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.bindTexture(gl.TEXTURE_2D, texture);\n\n return texture;\n}\n\nexport function createShader(\n gl: WebGL2RenderingContext,\n type: number,\n source: string,\n): WebGLShader {\n const shader = gl.createShader(type)!;\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error('Shader compile failed:', gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n throw new Error('Shader compile failed');\n }\n return shader;\n}\n\nexport function createProgram(\n gl: WebGL2RenderingContext,\n vs: WebGLShader,\n fs: WebGLShader,\n): WebGLProgram {\n const program = gl.createProgram()!;\n gl.attachShader(program, vs);\n gl.attachShader(program, fs);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.error('Program link failed:', gl.getProgramInfoLog(program));\n throw new Error('Program link failed');\n }\n return program;\n}\n\n/**\n * Create a WebGL framebuffer with the given texture as color attachment\n */\nexport function createFramebuffer(\n gl: WebGL2RenderingContext,\n texture: WebGLTexture,\n width: number,\n height: number,\n) {\n const framebuffer = gl.createFramebuffer();\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n\n // Set the texture as the color attachment\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\n\n // Ensure texture dimensions match the provided width and height\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n\n // Check if framebuffer is complete\n const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error('Framebuffer not complete');\n }\n\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n return framebuffer;\n}\n\n/**\n * Create a vertex buffer for a full-screen quad\n */\nexport function createVertexBuffer(gl: WebGL2RenderingContext): WebGLBuffer | null {\n const vertexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1]),\n gl.STATIC_DRAW,\n );\n return vertexBuffer;\n}\n\n/**\n * Resizes and crops an image to cover a target canvas while maintaining aspect ratio\n * @param image The source image\n * @param targetWidth The target width\n * @param targetHeight The target height\n * @returns A cropped and resized ImageBitmap\n */\nexport async function resizeImageToCover(\n image: ImageBitmap,\n targetWidth: number,\n targetHeight: number,\n): Promise<ImageBitmap> {\n // Calculate dimensions and crop for \"cover\" mode\n const imgAspect = image.width / image.height;\n const targetAspect = targetWidth / targetHeight;\n\n let sx = 0;\n let sy = 0;\n let sWidth = image.width;\n let sHeight = image.height;\n\n // For cover mode, we need to crop some parts of the image\n // to ensure it covers the canvas while maintaining aspect ratio\n if (imgAspect > targetAspect) {\n // Image is wider than target - crop the sides\n sWidth = Math.round(image.height * targetAspect);\n sx = Math.round((image.width - sWidth) / 2); // Center the crop horizontally\n } else if (imgAspect < targetAspect) {\n // Image is taller than target - crop the top/bottom\n sHeight = Math.round(image.width / targetAspect);\n sy = Math.round((image.height - sHeight) / 2); // Center the crop vertically\n }\n\n // Create a new ImageBitmap with the cropped portion\n return createImageBitmap(image, sx, sy, sWidth, sHeight, {\n resizeWidth: targetWidth,\n resizeHeight: targetHeight,\n resizeQuality: 'medium',\n });\n}\n\nlet emptyImageData: ImageData | undefined;\n\nfunction getEmptyImageData() {\n if (!emptyImageData) {\n emptyImageData = new ImageData(2, 2);\n emptyImageData.data[0] = 0;\n emptyImageData.data[1] = 0;\n emptyImageData.data[2] = 0;\n emptyImageData.data[3] = 0;\n }\n\n return emptyImageData;\n}\n\nconst glsl = (source: any) => source;\n\nexport { getEmptyImageData, glsl };\n","// Vertex shader source\nexport const vertexShaderSource = (flipY: boolean = true) => `#version 300 es\n in vec2 position;\n out vec2 texCoords;\n\n void main() {\n texCoords = (position + 1.0) / 2.0;\n texCoords.y = ${flipY ? '1.0 - texCoords.y' : 'texCoords.y'};\n gl_Position = vec4(position, 0, 1.0);\n }\n`;\n","import { createProgram, createShader, glsl } from '../utils';\nimport { vertexShaderSource } from './vertexShader';\n\n// Define the blur fragment shader\nexport const blurFragmentShader = glsl`#version 300 es\n precision mediump float;\n in vec2 texCoords;\n uniform sampler2D u_texture;\n uniform vec2 u_texelSize;\n uniform vec2 u_direction;\n uniform float u_radius;\n out vec4 fragColor;\n\n void main() {\n float sigma = u_radius;\n float twoSigmaSq = 2.0 * sigma * sigma;\n float totalWeight = 0.0;\n vec3 result = vec3(0.0);\n const int MAX_SAMPLES = 16;\n int radius = int(min(float(MAX_SAMPLES), ceil(u_radius)));\n\n for (int i = -MAX_SAMPLES; i <= MAX_SAMPLES; ++i) {\n float offset = float(i);\n if (abs(offset) > float(radius)) continue;\n float weight = exp(-(offset * offset) / twoSigmaSq);\n vec2 sampleCoord = texCoords + u_direction * u_texelSize * offset;\n result += texture(u_texture, sampleCoord).rgb * weight;\n totalWeight += weight;\n }\n\n fragColor = vec4(result / totalWeight, 1.0);\n }\n`;\n\nexport function createBlurProgram(gl: WebGL2RenderingContext) {\n const blurVertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource());\n const blurFrag = createShader(gl, gl.FRAGMENT_SHADER, blurFragmentShader);\n\n const blurProgram = createProgram(gl, blurVertexShader, blurFrag);\n\n // Get uniform locations\n const blurUniforms = {\n position: gl.getAttribLocation(blurProgram, 'position'),\n texture: gl.getUniformLocation(blurProgram, 'u_texture'),\n texelSize: gl.getUniformLocation(blurProgram, 'u_texelSize'),\n direction: gl.getUniformLocation(blurProgram, 'u_direction'),\n radius: gl.getUniformLocation(blurProgram, 'u_radius'),\n };\n\n return {\n program: blurProgram,\n shader: blurFrag,\n vertexShader: blurVertexShader,\n uniforms: blurUniforms,\n };\n}\n\nexport function applyBlur(\n gl: WebGL2RenderingContext,\n sourceTexture: WebGLTexture,\n width: number,\n height: number,\n blurRadius: number,\n blurProgram: WebGLProgram,\n blurUniforms: any,\n vertexBuffer: WebGLBuffer,\n processFramebuffers: WebGLFramebuffer[],\n processTextures: WebGLTexture[],\n) {\n gl.useProgram(blurProgram);\n\n // Set common attributes\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.vertexAttribPointer(blurUniforms.position, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(blurUniforms.position);\n\n const texelWidth = 1.0 / width;\n const texelHeight = 1.0 / height;\n\n // First pass - horizontal blur\n gl.bindFramebuffer(gl.FRAMEBUFFER, processFramebuffers[0]);\n gl.viewport(0, 0, width, height);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, sourceTexture);\n gl.uniform1i(blurUniforms.texture, 0);\n gl.uniform2f(blurUniforms.texelSize, texelWidth, texelHeight);\n gl.uniform2f(blurUniforms.direction, 1.0, 0.0); // Horizontal\n gl.uniform1f(blurUniforms.radius, blurRadius);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n // Second pass - vertical blur\n gl.bindFramebuffer(gl.FRAMEBUFFER, processFramebuffers[1]);\n gl.viewport(0, 0, width, height);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, processTextures[0]);\n gl.uniform1i(blurUniforms.texture, 0);\n gl.uniform2f(blurUniforms.direction, 0.0, 1.0); // Vertical\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n // Reset framebuffer\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\n return processTextures[1];\n}\n","import { createProgram, createShader, glsl } from '../utils';\nimport { vertexShaderSource } from './vertexShader';\n\nexport const boxBlurFragmentShader = glsl`#version 300 es\nprecision mediump float;\n\nin vec2 texCoords;\n\nuniform sampler2D u_texture;\nuniform vec2 u_texelSize; // 1.0 / texture size\nuniform vec2 u_direction; // (1.0, 0.0) for horizontal, (0.0, 1.0) for vertical\nuniform float u_radius; // blur radius in texels\n\nout vec4 fragColor;\n\nvoid main() {\n vec3 sum = vec3(0.0);\n float count = 0.0;\n\n // Limit radius to avoid excessive loop cost\n const int MAX_RADIUS = 16;\n int radius = int(min(float(MAX_RADIUS), u_radius));\n\n for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i) {\n if (abs(i) > radius) continue;\n\n vec2 offset = u_direction * u_texelSize * float(i);\n sum += texture(u_texture, texCoords + offset).rgb;\n count += 1.0;\n }\n\n fragColor = vec4(sum / count, 1.0);\n}\n`;\n\n/**\n * Create the box blur shader program\n */\nexport function createBoxBlurProgram(gl: WebGL2RenderingContext) {\n const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource());\n const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, boxBlurFragmentShader);\n\n const program = createProgram(gl, vertexShader, fragmentShader);\n\n // Get attribute and uniform locations\n const uniforms = {\n position: gl.getAttribLocation(program, 'position'),\n texture: gl.getUniformLocation(program, 'u_texture'),\n texelSize: gl.getUniformLocation(program, 'u_texelSize'),\n direction: gl.getUniformLocation(program, 'u_direction'),\n radius: gl.getUniformLocation(program, 'u_radius'),\n };\n\n return {\n program,\n vertexShader,\n fragmentShader,\n uniforms,\n };\n}\n","import { createProgram, createShader, glsl } from '../utils';\nimport { vertexShaderSource } from './vertexShader';\n\n// Fragment shader source for compositing\nexport const compositeFragmentShader = glsl`#version 300 es\n precision mediump float;\n in vec2 texCoords;\n uniform sampler2D background;\n uniform sampler2D frame;\n uniform sampler2D mask;\n out vec4 fragColor;\n \n void main() {\n \n vec4 frameTex = texture(frame, texCoords);\n vec4 bgTex = texture(background, texCoords);\n\n float maskVal = texture(mask, texCoords).r;\n\n // Compute screen-space gradient to detect edge sharpness\n float grad = length(vec2(dFdx(maskVal), dFdy(maskVal)));\n\n float edgeSoftness = 2.0; // higher = softer\n \n // Create a smooth edge around binary transition\n float smoothAlpha = smoothstep(0.5 - grad * edgeSoftness, 0.5 + grad * edgeSoftness, maskVal);\n\n // Optional: preserve frame alpha, or override as fully opaque\n vec4 blended = mix(bgTex, vec4(frameTex.rgb, 1.0), 1.0 - smoothAlpha);\n \n fragColor = blended;\n \n }\n`;\n\n/**\n * Create the composite shader program\n */\nexport function createCompositeProgram(gl: WebGL2RenderingContext) {\n const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource());\n const compositeShader = createShader(gl, gl.FRAGMENT_SHADER, compositeFragmentShader);\n\n const compositeProgram = createProgram(gl, vertexShader, compositeShader);\n\n // Get attribute and uniform locations\n const attribLocations = {\n position: gl.getAttribLocation(compositeProgram, 'position'),\n };\n\n const uniformLocations = {\n mask: gl.getUniformLocation(compositeProgram, 'mask')!,\n frame: gl.getUniformLocation(compositeProgram, 'frame')!,\n background: gl.getUniformLocation(compositeProgram, 'background')!,\n stepWidth: gl.getUniformLocation(compositeProgram, 'u_stepWidth')!,\n };\n\n return {\n program: compositeProgram,\n vertexShader,\n fragmentShader: compositeShader,\n attribLocations,\n uniformLocations,\n };\n}\n","import { createProgram, createShader } from '../utils';\n\nexport function createDownSampler(\n gl: WebGL2RenderingContext,\n width: number,\n height: number,\n): {\n framebuffer: WebGLFramebuffer;\n texture: WebGLTexture;\n program: WebGLProgram;\n uniforms: any;\n} {\n // Create texture\n const texture = gl.createTexture()!;\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\n // Create framebuffer\n const framebuffer = gl.createFramebuffer()!;\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\n\n // Create shader program for copying\n const vertexSource = `\n attribute vec2 position;\n varying vec2 v_uv;\n void main() {\n v_uv = (position + 1.0) * 0.5;\n gl_Position = vec4(position, 0.0, 1.0);\n }\n `;\n\n const fragmentSource = `\n precision mediump float;\n varying vec2 v_uv;\n uniform sampler2D u_texture;\n void main() {\n gl_FragColor = texture2D(u_texture, v_uv);\n }\n `;\n\n const vertShader = createShader(gl, gl.VERTEX_SHADER, vertexSource);\n const fragShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);\n const program = createProgram(gl, vertShader, fragShader);\n\n const uniforms = {\n texture: gl.getUniformLocation(program, 'u_texture'),\n position: gl.getAttribLocation(program, 'position'),\n };\n\n return {\n framebuffer,\n texture,\n program,\n uniforms,\n };\n}\n\nexport function applyDownsampling(\n gl: WebGL2RenderingContext,\n inputTexture: WebGLTexture,\n downSampler: {\n framebuffer: WebGLFramebuffer;\n texture: WebGLTexture;\n program: WebGLProgram;\n uniforms: any;\n },\n vertexBuffer: WebGLBuffer,\n width: number,\n height: number,\n): WebGLTexture {\n gl.useProgram(downSampler.program);\n\n gl.bindFramebuffer(gl.FRAMEBUFFER, downSampler.framebuffer);\n gl.viewport(0, 0, width, height);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.enableVertexAttribArray(downSampler.uniforms.position);\n gl.vertexAttribPointer(downSampler.uniforms.position, 2, gl.FLOAT, false, 0, 0);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, inputTexture);\n gl.uniform1i(downSampler.uniforms.texture, 0);\n\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\n return downSampler.texture;\n}\n","/**\n * WebGL setup for the mask processor\n * potential improvements:\n * - downsample the video texture in background blur scenario before applying the (gaussian) blur for better performance\n *\n */\nimport { applyBlur, createBlurProgram } from './shader-programs/blurShader';\nimport { createBoxBlurProgram } from './shader-programs/boxBlurShader';\nimport { createCompositeProgram } from './shader-programs/compositeShader';\nimport { applyDownsampling, createDownSampler } from './shader-programs/downSampler';\nimport {\n createFramebuffer,\n createVertexBuffer,\n getEmptyImageData,\n initTexture,\n resizeImageToCover,\n} from './utils';\n\nexport const setupWebGL = (canvas: OffscreenCanvas | HTMLCanvasElement) => {\n const gl = canvas.getContext('webgl2', {\n antialias: true,\n premultipliedAlpha: true,\n }) as WebGL2RenderingContext;\n\n let blurRadius: number | null = null;\n let maskBlurRadius: number | null = 8;\n const downsampleFactor = 4;\n\n if (!gl) {\n console.error('Failed to create WebGL context');\n return undefined;\n }\n\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);\n\n // Create the composite program\n const composite = createCompositeProgram(gl);\n const compositeProgram = composite.program;\n const positionLocation = composite.attribLocations.position;\n const {\n mask: maskTextureLocation,\n frame: frameTextureLocation,\n background: bgTextureLocation,\n } = composite.uniformLocations;\n\n // Create the blur program using the same vertex shader source\n const blur = createBlurProgram(gl);\n const blurProgram = blur.program;\n const blurUniforms = blur.uniforms;\n\n // Create the box blur program\n const boxBlur = createBoxBlurProgram(gl);\n const boxBlurProgram = boxBlur.program;\n const boxBlurUniforms = boxBlur.uniforms;\n\n const bgTexture = initTexture(gl, 0);\n const frameTexture = initTexture(gl, 1);\n const vertexBuffer = createVertexBuffer(gl);\n\n if (!vertexBuffer) {\n throw new Error('Failed to create vertex buffer');\n }\n\n // Create additional textures and framebuffers for processing\n let bgBlurTextures: WebGLTexture[] = [];\n let bgBlurFrameBuffers: WebGLFramebuffer[] = [];\n let blurredMaskTexture: WebGLTexture | null = null;\n\n // For double buffering the final mask\n let finalMaskTextures: WebGLTexture[] = [];\n let readMaskIndex = 0; // Index for renderFrame to read from\n let writeMaskIndex = 1; // Index for updateMask to write to\n\n // Create textures for background processing (blur)\n bgBlurTextures.push(initTexture(gl, 3)); // For blur pass 1\n bgBlurTextures.push(initTexture(gl, 4)); // For blur pass 2\n\n const bgBlurTextureWidth = Math.floor(canvas.width / downsampleFactor);\n const bgBlurTextureHeight = Math.floor(canvas.height / downsampleFactor);\n\n const downSampler = createDownSampler(gl, bgBlurTextureWidth, bgBlurTextureHeight);\n\n // Create framebuffers for background processing\n bgBlurFrameBuffers.push(\n createFramebuffer(gl, bgBlurTextures[0], bgBlurTextureWidth, bgBlurTextureHeight),\n );\n bgBlurFrameBuffers.push(\n createFramebuffer(gl, bgBlurTextures[1], bgBlurTextureWidth, bgBlurTextureHeight),\n );\n\n // Initialize texture for the first mask blur pass\n const tempMaskTexture = initTexture(gl, 5);\n const tempMaskFrameBuffer = createFramebuffer(gl, tempMaskTexture, canvas.width, canvas.height);\n\n // Initialize two textures for double-buffering the final mask\n finalMaskTextures.push(initTexture(gl, 6)); // For reading in renderFrame\n finalMaskTextures.push(initTexture(gl, 7)); // For writing in updateMask\n\n // Create framebuffers for the final mask textures\n const finalMaskFrameBuffers = [\n createFramebuffer(gl, finalMaskTextures[0], canvas.width, canvas.height),\n createFramebuffer(gl, finalMaskTextures[1], canvas.width, canvas.height),\n ];\n\n // Set up uniforms for the composite shader\n gl.useProgram(compositeProgram);\n gl.uniform1i(bgTextureLocation, 0);\n gl.uniform1i(frameTextureLocation, 1);\n gl.uniform1i(maskTextureLocation, 2);\n\n // Store custom background image\n let customBackgroundImage: ImageBitmap | ImageData = getEmptyImageData();\n\n function renderFrame(frame: VideoFrame) {\n if (frame.codedWidth === 0 || finalMaskTextures.length === 0) {\n return;\n }\n\n const width = frame.displayWidth;\n const height = frame.displayHeight;\n\n // Prepare frame texture\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, frameTexture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, frame);\n\n // Apply blur if enabled (and no custom background is set)\n let backgroundTexture = bgTexture;\n\n if (blurRadius) {\n const downSampledFrameTexture = applyDownsampling(\n gl,\n frameTexture,\n downSampler,\n vertexBuffer!,\n bgBlurTextureWidth,\n bgBlurTextureHeight,\n );\n backgroundTexture = applyBlur(\n gl,\n downSampledFrameTexture,\n bgBlurTextureWidth,\n bgBlurTextureHeight,\n blurRadius,\n blurProgram,\n blurUniforms,\n vertexBuffer!,\n bgBlurFrameBuffers,\n bgBlurTextures,\n );\n } else {\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, bgTexture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, customBackgroundImage);\n backgroundTexture = bgTexture;\n }\n\n // Render the final composite\n gl.viewport(0, 0, width, height);\n gl.clearColor(1.0, 1.0, 1.0, 1.0);\n gl.clear(gl.COLOR_BUFFER_BIT);\n\n gl.useProgram(compositeProgram);\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(positionLocation);\n\n // Set background texture (either original, blurred or custom)\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, backgroundTexture);\n gl.uniform1i(bgTextureLocation, 0);\n\n // Set frame texture\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, frameTexture);\n gl.uniform1i(frameTextureLocation, 1);\n\n // Set mask texture - always read from the current read index\n gl.activeTexture(gl.TEXTURE2);\n gl.bindTexture(gl.TEXTURE_2D, finalMaskTextures[readMaskIndex]);\n gl.uniform1i(maskTextureLocation, 2);\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n }\n\n /**\n * Set or update the background image\n * @param image The background image to use, or null to clear\n */\n async function setBackgroundImage(image: ImageBitmap | null) {\n // Clear existing background\n customBackgroundImage = getEmptyImageData();\n\n if (image) {\n try {\n // Resize and crop the image to cover the canvas\n const croppedImage = await resizeImageToCover(image, canvas.width, canvas.height);\n\n // Store the cropped and resized image\n customBackgroundImage = croppedImage;\n } catch (error) {\n console.error(\n 'Error processing background image, falling back to black background:',\n error,\n );\n }\n }\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, bgTexture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, customBackgroundImage);\n }\n\n function setBlurRadius(radius: number | null) {\n blurRadius = radius ? Math.max(1, Math.floor(radius / downsampleFactor)) : null; // we are downsampling the blur texture, so decrease the radius here for better performance with a similar visual result\n setBackgroundImage(null);\n }\n\n function updateMask(mask: WebGLTexture) {\n // Use the existing applyBlur function to apply the first blur pass\n // The second blur pass will be written to finalMaskTextures[writeMaskIndex]\n\n // Create temporary arrays for the single blur operation\n const tempFramebuffers = [tempMaskFrameBuffer, finalMaskFrameBuffers[writeMaskIndex]];\n\n const tempTextures = [tempMaskTexture, finalMaskTextures[writeMaskIndex]];\n\n // Apply the blur using the existing function\n applyBlur(\n gl,\n mask,\n canvas.width,\n canvas.height,\n maskBlurRadius || 1.0,\n boxBlurProgram,\n boxBlurUniforms,\n vertexBuffer!,\n tempFramebuffers,\n tempTextures,\n );\n\n // Swap indices for the next frame\n readMaskIndex = writeMaskIndex;\n writeMaskIndex = 1 - writeMaskIndex;\n }\n\n function cleanup() {\n gl.deleteProgram(compositeProgram);\n gl.deleteProgram(blurProgram);\n gl.deleteProgram(boxBlurProgram);\n gl.deleteTexture(bgTexture);\n gl.deleteTexture(frameTexture);\n gl.deleteTexture(tempMaskTexture);\n gl.deleteFramebuffer(tempMaskFrameBuffer);\n\n for (const texture of bgBlurTextures) {\n gl.deleteTexture(texture);\n }\n for (const framebuffer of bgBlurFrameBuffers) {\n gl.deleteFramebuffer(framebuffer);\n }\n for (const texture of finalMaskTextures) {\n gl.deleteTexture(texture);\n }\n for (const framebuffer of finalMaskFrameBuffers) {\n gl.deleteFramebuffer(framebuffer);\n }\n gl.deleteBuffer(vertexBuffer);\n\n if (blurredMaskTexture) {\n gl.deleteTexture(blurredMaskTexture);\n }\n\n if (downSampler) {\n gl.deleteTexture(downSampler.texture);\n gl.deleteFramebuffer(downSampler.framebuffer);\n gl.deleteProgram(downSampler.program);\n }\n\n // Release any ImageBitmap resources\n if (customBackgroundImage) {\n if (customBackgroundImage instanceof ImageBitmap) {\n customBackgroundImage.close();\n }\n customBackgroundImage = getEmptyImageData();\n }\n bgBlurTextures = [];\n bgBlurFrameBuffers = [];\n finalMaskTextures = [];\n }\n\n return { renderFrame, updateMask, setBackgroundImage, setBlurRadius, cleanup };\n};\n","import { createCanvas } from '../utils';\nimport { setupWebGL } from '../webgl/index';\nimport { VideoTrackTransformer, VideoTransformerInitOptions } from './types';\n\nexport default abstract class VideoTransformer<Options extends Record<string, unknown>>\n implements VideoTrackTransformer<Options>\n{\n transformer?: TransformStream;\n\n canvas?: OffscreenCanvas | HTMLCanvasElement;\n\n // ctx?: OffscreenCanvasRenderingContext2D;\n\n inputVideo?: HTMLVideoElement;\n\n gl?: ReturnType<typeof setupWebGL>;\n\n protected isDisabled?: Boolean = false;\n\n async init({\n outputCanvas,\n inputElement: inputVideo,\n }: VideoTransformerInitOptions): Promise<void> {\n if (!(inputVideo instanceof HTMLVideoElement)) {\n throw TypeError('Video transformer needs a HTMLVideoElement as input');\n }\n\n this.transformer = new TransformStream({\n transform: (frame, controller) => this.transform(frame, controller),\n });\n this.canvas = outputCanvas || null;\n if (outputCanvas) {\n // this.ctx = this.canvas?.getContext('2d') || undefined;\n this.gl = setupWebGL(\n this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight),\n );\n }\n this.inputVideo = inputVideo;\n this.isDisabled = false;\n }\n\n async restart({ outputCanvas, inputElement: inputVideo }: VideoTransformerInitOptions) {\n this.canvas = outputCanvas || null;\n this.gl?.cleanup();\n this.gl = setupWebGL(\n this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight),\n );\n\n this.inputVideo = inputVideo;\n this.isDisabled = false;\n }\n\n async destroy() {\n this.isDisabled = true;\n this.canvas = undefined;\n this.gl?.cleanup();\n this.gl = undefined;\n }\n\n abstract transform(\n frame: VideoFrame,\n controller: TransformStreamDefaultController<VideoFrame>,\n ): void;\n\n abstract update(options: Options): void;\n}\n","import ProcessorWrapper, { ProcessorWrapperOptions } from './ProcessorWrapper';\nimport BackgroundTransformer, {\n BackgroundOptions,\n FrameProcessingStats,\n SegmenterOptions,\n} from './transformers/BackgroundTransformer';\n\nexport * from './transformers/types';\nexport { default as VideoTransformer } from './transformers/VideoTransformer';\nexport {\n ProcessorWrapper,\n type BackgroundOptions,\n type SegmenterOptions,\n BackgroundTransformer,\n type ProcessorWrapperOptions,\n};\n\n/**\n * Determines if the current browser supports background processors\n */\nexport const supportsBackgroundProcessors = () =>\n BackgroundTransformer.isSupported && ProcessorWrapper.isSupported;\n\n/**\n * Determines if the current browser supports modern background processors, which yield better performance\n */\nexport const supportsModernBackgroundProcessors = () =>\n BackgroundTransformer.isSupported && ProcessorWrapper.hasModernApiSupport;\n\nexport interface BackgroundProcessorOptions extends ProcessorWrapperOptions {\n blurRadius?: number;\n imagePath?: string;\n segmenterOptions?: SegmenterOptions;\n assetPaths?: { tasksVisionFileSet?: string; modelAssetPath?: string };\n onFrameProcessed?: (stats: FrameProcessingStats) => void;\n}\n\nexport const BackgroundBlur = (\n blurRadius: number = 10,\n segmenterOptions?: SegmenterOptions,\n onFrameProcessed?: (stats: FrameProcessingStats) => void,\n processorOptions?: ProcessorWrapperOptions,\n) => {\n return BackgroundProcessor(\n {\n blurRadius,\n segmenterOptions,\n onFrameProcessed,\n ...processorOptions,\n },\n 'background-blur',\n );\n};\n\nexport const VirtualBackground = (\n imagePath: string,\n segmenterOptions?: SegmenterOptions,\n onFrameProcessed?: (stats: FrameProcessingStats) => void,\n processorOptions?: ProcessorWrapperOptions,\n) => {\n return BackgroundProcessor(\n {\n imagePath,\n segmenterOptions,\n onFrameProcessed,\n ...processorOptions,\n },\n 'virtual-background',\n );\n};\n\nexport const BackgroundProcessor = (\n options: BackgroundProcessorOptions,\n name = 'background-processor',\n) => {\n const isTransformerSupported = BackgroundTransformer.isSupported;\n const isProcessorSupported = ProcessorWrapper.isSupported;\n\n if (!isTransformerSupported) {\n throw new Error('Background transformer is not supported in this browser');\n }\n\n if (!isProcessorSupported) {\n throw new Error(\n 'Neither MediaStreamTrackProcessor nor canvas.captureStream() fallback is supported in this browser',\n );\n }\n\n // Extract transformer-specific options and processor options\n const {\n blurRadius,\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n ...processorOpts\n } = options;\n\n const transformer = new BackgroundTransformer({\n blurRadius,\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n });\n\n const processor = new ProcessorWrapper(transformer, name, processorOpts);\n\n return 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@@ -20,7 +20,7 @@ export default class ProcessorWrapper<TransformerOptions extends Record<string,
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20
20
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source?: MediaStreamVideoTrack;
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21
21
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processor?: MediaStreamTrackProcessor<VideoFrame>;
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22
22
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trackGenerator?: MediaStreamTrackGenerator<VideoFrame>;
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23
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-
canvas?: OffscreenCanvas;
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23
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+
canvas?: OffscreenCanvas | HTMLCanvasElement;
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24
24
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displayCanvas?: HTMLCanvasElement;
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25
25
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sourceDummy?: HTMLMediaElement;
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26
26
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processedTrack?: MediaStreamTrack;
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@@ -26,11 +26,13 @@ export default class BackgroundProcessor extends VideoTransformer<BackgroundOpti
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26
26
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segmentationResults: vision.ImageSegmenterResult | undefined;
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27
27
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backgroundImage: ImageBitmap | null;
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28
28
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options: BackgroundOptions;
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29
|
+
segmentationTimeMs: number;
|
|
29
30
|
constructor(opts: BackgroundOptions);
|
|
30
31
|
init({ outputCanvas, inputElement: inputVideo }: VideoTransformerInitOptions): Promise<void>;
|
|
31
32
|
destroy(): Promise<void>;
|
|
32
33
|
loadBackground(path: string): Promise<void>;
|
|
33
34
|
transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>): Promise<void>;
|
|
34
35
|
update(opts: BackgroundOptions): Promise<void>;
|
|
35
|
-
drawFrame
|
|
36
|
+
private drawFrame;
|
|
37
|
+
private updateMask;
|
|
36
38
|
}
|
|
@@ -2,7 +2,7 @@ import { setupWebGL } from '../webgl/index';
|
|
|
2
2
|
import { VideoTrackTransformer, VideoTransformerInitOptions } from './types';
|
|
3
3
|
export default abstract class VideoTransformer<Options extends Record<string, unknown>> implements VideoTrackTransformer<Options> {
|
|
4
4
|
transformer?: TransformStream;
|
|
5
|
-
canvas?: OffscreenCanvas;
|
|
5
|
+
canvas?: OffscreenCanvas | HTMLCanvasElement;
|
|
6
6
|
inputVideo?: HTMLVideoElement;
|
|
7
7
|
gl?: ReturnType<typeof setupWebGL>;
|
|
8
8
|
protected isDisabled?: Boolean;
|
|
@@ -2,7 +2,7 @@ export type TrackTransformerInitOptions = {
|
|
|
2
2
|
inputElement: HTMLMediaElement;
|
|
3
3
|
};
|
|
4
4
|
export interface VideoTransformerInitOptions extends TrackTransformerInitOptions {
|
|
5
|
-
outputCanvas: OffscreenCanvas;
|
|
5
|
+
outputCanvas: OffscreenCanvas | HTMLCanvasElement;
|
|
6
6
|
inputElement: HTMLVideoElement;
|
|
7
7
|
}
|
|
8
8
|
export interface AudioTransformerInitOptions extends TrackTransformerInitOptions {
|
package/dist/src/utils.d.ts
CHANGED
|
@@ -1,5 +1,4 @@
|
|
|
1
|
-
export declare const
|
|
2
|
-
export declare const supportsOffscreenCanvas: boolean;
|
|
1
|
+
export declare const supportsOffscreenCanvas: () => boolean;
|
|
3
2
|
export declare function waitForTrackResolution(track: MediaStreamTrack): Promise<{
|
|
4
3
|
width: number;
|
|
5
4
|
height: number;
|
|
@@ -7,3 +6,4 @@ export declare function waitForTrackResolution(track: MediaStreamTrack): Promise
|
|
|
7
6
|
width: undefined;
|
|
8
7
|
height: undefined;
|
|
9
8
|
}>;
|
|
9
|
+
export declare function createCanvas(width: number, height: number): OffscreenCanvas | HTMLCanvasElement;
|
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
|
|
2
|
-
|
|
3
|
-
|
|
1
|
+
export declare const setupWebGL: (canvas: OffscreenCanvas | HTMLCanvasElement) => {
|
|
2
|
+
renderFrame: (frame: VideoFrame) => void;
|
|
3
|
+
updateMask: (mask: WebGLTexture) => void;
|
|
4
4
|
setBackgroundImage: (image: ImageBitmap | null) => Promise<void>;
|
|
5
5
|
setBlurRadius: (radius: number | null) => void;
|
|
6
6
|
cleanup: () => void;
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
export declare function createDownSampler(gl: WebGL2RenderingContext, width: number, height: number): {
|
|
2
|
+
framebuffer: WebGLFramebuffer;
|
|
3
|
+
texture: WebGLTexture;
|
|
4
|
+
program: WebGLProgram;
|
|
5
|
+
uniforms: any;
|
|
6
|
+
};
|
|
7
|
+
export declare function applyDownsampling(gl: WebGL2RenderingContext, inputTexture: WebGLTexture, downSampler: {
|
|
8
|
+
framebuffer: WebGLFramebuffer;
|
|
9
|
+
texture: WebGLTexture;
|
|
10
|
+
program: WebGLProgram;
|
|
11
|
+
uniforms: any;
|
|
12
|
+
}, vertexBuffer: WebGLBuffer, width: number, height: number): WebGLTexture;
|
|
@@ -2,6 +2,8 @@
|
|
|
2
2
|
* Initialize a WebGL texture
|
|
3
3
|
*/
|
|
4
4
|
export declare function initTexture(gl: WebGL2RenderingContext, texIndex: number): WebGLTexture;
|
|
5
|
+
export declare function createShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader;
|
|
6
|
+
export declare function createProgram(gl: WebGL2RenderingContext, vs: WebGLShader, fs: WebGLShader): WebGLProgram;
|
|
5
7
|
/**
|
|
6
8
|
* Create a WebGL framebuffer with the given texture as color attachment
|
|
7
9
|
*/
|
|
@@ -18,6 +20,6 @@ export declare function createVertexBuffer(gl: WebGL2RenderingContext): WebGLBuf
|
|
|
18
20
|
* @returns A cropped and resized ImageBitmap
|
|
19
21
|
*/
|
|
20
22
|
export declare function resizeImageToCover(image: ImageBitmap, targetWidth: number, targetHeight: number): Promise<ImageBitmap>;
|
|
21
|
-
declare
|
|
23
|
+
declare function getEmptyImageData(): ImageData;
|
|
22
24
|
declare const glsl: (source: any) => any;
|
|
23
|
-
export {
|
|
25
|
+
export { getEmptyImageData, glsl };
|
package/package.json
CHANGED
package/src/ProcessorWrapper.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import type { ProcessorOptions, Track, TrackProcessor } from 'livekit-client';
|
|
2
2
|
import { TrackTransformer } from './transformers';
|
|
3
|
-
import { waitForTrackResolution } from './utils';
|
|
3
|
+
import { createCanvas, waitForTrackResolution } from './utils';
|
|
4
4
|
|
|
5
5
|
export interface ProcessorWrapperOptions {
|
|
6
6
|
/**
|
|
@@ -50,7 +50,7 @@ export default class ProcessorWrapper<TransformerOptions extends Record<string,
|
|
|
50
50
|
|
|
51
51
|
trackGenerator?: MediaStreamTrackGenerator<VideoFrame>;
|
|
52
52
|
|
|
53
|
-
canvas?: OffscreenCanvas;
|
|
53
|
+
canvas?: OffscreenCanvas | HTMLCanvasElement;
|
|
54
54
|
|
|
55
55
|
displayCanvas?: HTMLCanvasElement;
|
|
56
56
|
|
|
@@ -125,7 +125,7 @@ export default class ProcessorWrapper<TransformerOptions extends Record<string,
|
|
|
125
125
|
|
|
126
126
|
this.renderContext = this.displayCanvas.getContext('2d')!;
|
|
127
127
|
this.capturedStream = this.displayCanvas.captureStream();
|
|
128
|
-
this.canvas =
|
|
128
|
+
this.canvas = createCanvas(width ?? 300, height ?? 300);
|
|
129
129
|
} else {
|
|
130
130
|
// Use MediaStreamTrackProcessor API
|
|
131
131
|
this.processor = new MediaStreamTrackProcessor({ track: this.source });
|
|
@@ -133,7 +133,7 @@ export default class ProcessorWrapper<TransformerOptions extends Record<string,
|
|
|
133
133
|
kind: 'video',
|
|
134
134
|
signalTarget: this.source,
|
|
135
135
|
});
|
|
136
|
-
this.canvas =
|
|
136
|
+
this.canvas = createCanvas(width ?? 300, height ?? 300);
|
|
137
137
|
}
|
|
138
138
|
}
|
|
139
139
|
|
|
@@ -40,6 +40,8 @@ export default class BackgroundProcessor extends VideoTransformer<BackgroundOpti
|
|
|
40
40
|
|
|
41
41
|
options: BackgroundOptions;
|
|
42
42
|
|
|
43
|
+
segmentationTimeMs: number = 0;
|
|
44
|
+
|
|
43
45
|
constructor(opts: BackgroundOptions) {
|
|
44
46
|
super();
|
|
45
47
|
this.options = opts;
|
|
@@ -111,38 +113,49 @@ export default class BackgroundProcessor extends VideoTransformer<BackgroundOpti
|
|
|
111
113
|
controller.enqueue(frame);
|
|
112
114
|
return;
|
|
113
115
|
}
|
|
116
|
+
const frameTimeMs = Date.now();
|
|
114
117
|
if (!this.canvas) {
|
|
115
118
|
throw TypeError('Canvas needs to be initialized first');
|
|
116
119
|
}
|
|
117
120
|
this.canvas.width = frame.displayWidth;
|
|
118
121
|
this.canvas.height = frame.displayHeight;
|
|
119
|
-
|
|
120
|
-
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
125
|
-
|
|
126
|
-
|
|
127
|
-
|
|
122
|
+
const segmentationPromise = new Promise<void>((resolve, reject) => {
|
|
123
|
+
try {
|
|
124
|
+
let segmentationStartTimeMs = performance.now();
|
|
125
|
+
this.imageSegmenter?.segmentForVideo(frame, segmentationStartTimeMs, (result) => {
|
|
126
|
+
this.segmentationTimeMs = performance.now() - segmentationStartTimeMs;
|
|
127
|
+
this.segmentationResults = result;
|
|
128
|
+
this.updateMask(result.categoryMask);
|
|
129
|
+
result.close();
|
|
130
|
+
resolve();
|
|
128
131
|
});
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
processingTimeMs: performance.now() - startTimeMs,
|
|
132
|
-
segmentationTimeMs,
|
|
133
|
-
filterTimeMs,
|
|
134
|
-
};
|
|
135
|
-
this.options.onFrameProcessed?.(stats);
|
|
136
|
-
|
|
137
|
-
controller.enqueue(newFrame);
|
|
138
|
-
} else {
|
|
139
|
-
controller.enqueue(frame);
|
|
132
|
+
} catch (e) {
|
|
133
|
+
reject(e);
|
|
140
134
|
}
|
|
141
|
-
frame.close();
|
|
142
135
|
});
|
|
136
|
+
|
|
137
|
+
const filterStartTimeMs = performance.now();
|
|
138
|
+
this.drawFrame(frame);
|
|
139
|
+
if (this.canvas && this.canvas.width > 0 && this.canvas.height > 0) {
|
|
140
|
+
const newFrame = new VideoFrame(this.canvas, {
|
|
141
|
+
timestamp: frame.timestamp || frameTimeMs,
|
|
142
|
+
});
|
|
143
|
+
controller.enqueue(newFrame);
|
|
144
|
+
const filterTimeMs = performance.now() - filterStartTimeMs;
|
|
145
|
+
const stats: FrameProcessingStats = {
|
|
146
|
+
processingTimeMs: this.segmentationTimeMs + filterTimeMs,
|
|
147
|
+
segmentationTimeMs: this.segmentationTimeMs,
|
|
148
|
+
filterTimeMs,
|
|
149
|
+
};
|
|
150
|
+
this.options.onFrameProcessed?.(stats);
|
|
151
|
+
} else {
|
|
152
|
+
controller.enqueue(frame);
|
|
153
|
+
}
|
|
154
|
+
await segmentationPromise;
|
|
143
155
|
} catch (e) {
|
|
144
156
|
console.error('Error while processing frame: ', e);
|
|
145
|
-
|
|
157
|
+
} finally {
|
|
158
|
+
frame.close();
|
|
146
159
|
}
|
|
147
160
|
}
|
|
148
161
|
|
|
@@ -155,12 +168,13 @@ export default class BackgroundProcessor extends VideoTransformer<BackgroundOpti
|
|
|
155
168
|
}
|
|
156
169
|
}
|
|
157
170
|
|
|
158
|
-
async drawFrame(frame: VideoFrame) {
|
|
159
|
-
if (!this.
|
|
171
|
+
private async drawFrame(frame: VideoFrame) {
|
|
172
|
+
if (!this.gl) return;
|
|
173
|
+
this.gl?.renderFrame(frame);
|
|
174
|
+
}
|
|
160
175
|
|
|
161
|
-
|
|
162
|
-
if (mask)
|
|
163
|
-
|
|
164
|
-
}
|
|
176
|
+
private async updateMask(mask: vision.MPMask | undefined) {
|
|
177
|
+
if (!mask) return;
|
|
178
|
+
this.gl?.updateMask(mask.getAsWebGLTexture());
|
|
165
179
|
}
|
|
166
180
|
}
|