@livekit/track-processors 0.5.5 → 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 CHANGED
@@ -1,4 +1,5 @@
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  "use strict";Object.defineProperty(exports, "__esModule", {value: true}); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { newObj[key] = obj[key]; } } } newObj.default = obj; return newObj; } }// src/utils.ts
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+ var supportsOffscreenCanvas = () => typeof OffscreenCanvas !== "undefined";
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  async function sleep(time) {
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  return new Promise((resolve) => setTimeout(resolve, time));
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  }
@@ -15,6 +16,15 @@ async function waitForTrackResolution(track) {
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  }
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  return { width: void 0, height: void 0 };
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  }
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+ function createCanvas(width, height) {
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+ if (supportsOffscreenCanvas()) {
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+ return new OffscreenCanvas(width, height);
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+ }
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+ const canvas = document.createElement("canvas");
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+ canvas.width = width;
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+ canvas.height = height;
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+ return canvas;
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+ }
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  // src/ProcessorWrapper.ts
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  var ProcessorWrapper = class _ProcessorWrapper {
@@ -71,14 +81,14 @@ var ProcessorWrapper = class _ProcessorWrapper {
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  }
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  this.renderContext = this.displayCanvas.getContext("2d");
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  this.capturedStream = this.displayCanvas.captureStream();
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- this.canvas = new OffscreenCanvas(width != null ? width : 300, height != null ? height : 300);
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+ this.canvas = createCanvas(width != null ? width : 300, height != null ? height : 300);
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  } else {
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  this.processor = new MediaStreamTrackProcessor({ track: this.source });
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  this.trackGenerator = new MediaStreamTrackGenerator({
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  kind: "video",
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  signalTarget: this.source
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  });
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- this.canvas = new OffscreenCanvas(width != null ? width : 300, height != null ? height : 300);
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+ this.canvas = createCanvas(width != null ? width : 300, height != null ? height : 300);
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  }
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  }
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  async init(opts) {
@@ -329,11 +339,17 @@ async function resizeImageToCover(image, targetWidth, targetHeight) {
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  resizeQuality: "medium"
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  });
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  }
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- var emptyImageData = new ImageData(2, 2);
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- emptyImageData.data[0] = 0;
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- emptyImageData.data[1] = 0;
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- emptyImageData.data[2] = 0;
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- emptyImageData.data[3] = 0;
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+ var emptyImageData;
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+ function getEmptyImageData() {
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+ if (!emptyImageData) {
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+ emptyImageData = new ImageData(2, 2);
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+ emptyImageData.data[0] = 0;
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+ emptyImageData.data[1] = 0;
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+ emptyImageData.data[2] = 0;
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+ emptyImageData.data[3] = 0;
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+ }
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+ return emptyImageData;
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+ }
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  var glsl = (source) => source;
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  // src/webgl/shader-programs/vertexShader.ts
@@ -648,7 +664,7 @@ var setupWebGL = (canvas) => {
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  gl.uniform1i(bgTextureLocation, 0);
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  gl.uniform1i(frameTextureLocation, 1);
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  gl.uniform1i(maskTextureLocation, 2);
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- let customBackgroundImage = emptyImageData;
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+ let customBackgroundImage = getEmptyImageData();
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  function renderFrame(frame) {
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  if (frame.codedWidth === 0 || finalMaskTextures.length === 0) {
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  return;
@@ -705,7 +721,7 @@ var setupWebGL = (canvas) => {
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  gl.drawArrays(gl.TRIANGLES, 0, 6);
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  }
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  async function setBackgroundImage(image) {
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- customBackgroundImage = emptyImageData;
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+ customBackgroundImage = getEmptyImageData();
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  if (image) {
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  try {
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  const croppedImage = await resizeImageToCover(image, canvas.width, canvas.height);
@@ -776,7 +792,7 @@ var setupWebGL = (canvas) => {
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  if (customBackgroundImage instanceof ImageBitmap) {
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  customBackgroundImage.close();
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  }
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- customBackgroundImage = emptyImageData;
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+ customBackgroundImage = getEmptyImageData();
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  }
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  bgBlurTextures = [];
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  bgBlurFrameBuffers = [];
@@ -803,7 +819,7 @@ var VideoTransformer = class {
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  this.canvas = outputCanvas || null;
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  if (outputCanvas) {
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  this.gl = setupWebGL(
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- this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
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+ this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
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  );
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  }
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  this.inputVideo = inputVideo;
@@ -814,7 +830,7 @@ var VideoTransformer = class {
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  this.canvas = outputCanvas || null;
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  (_a = this.gl) == null ? void 0 : _a.cleanup();
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  this.gl = setupWebGL(
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- this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
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+ this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
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  );
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  this.inputVideo = inputVideo;
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  this.isDisabled = false;
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- 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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\": \"0.5.5\",\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\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 { 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 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 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 = emptyImageData;\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 = 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 ? 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 = emptyImageData;\n }\n bgBlurTextures = [];\n bgBlurFrameBuffers = [];\n finalMaskTextures = [];\n }\n\n return { renderFrame, updateMask, 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 processor;\n};\n"]}
1
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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 processor;\n};\n"]}
package/dist/index.mjs CHANGED
@@ -1,4 +1,5 @@
1
1
  // src/utils.ts
2
+ var supportsOffscreenCanvas = () => typeof OffscreenCanvas !== "undefined";
2
3
  async function sleep(time) {
3
4
  return new Promise((resolve) => setTimeout(resolve, time));
4
5
  }
@@ -15,6 +16,15 @@ async function waitForTrackResolution(track) {
15
16
  }
16
17
  return { width: void 0, height: void 0 };
17
18
  }
19
+ function createCanvas(width, height) {
20
+ if (supportsOffscreenCanvas()) {
21
+ return new OffscreenCanvas(width, height);
22
+ }
23
+ const canvas = document.createElement("canvas");
24
+ canvas.width = width;
25
+ canvas.height = height;
26
+ return canvas;
27
+ }
18
28
 
19
29
  // src/ProcessorWrapper.ts
20
30
  var ProcessorWrapper = class _ProcessorWrapper {
@@ -71,14 +81,14 @@ var ProcessorWrapper = class _ProcessorWrapper {
71
81
  }
72
82
  this.renderContext = this.displayCanvas.getContext("2d");
73
83
  this.capturedStream = this.displayCanvas.captureStream();
74
- this.canvas = new OffscreenCanvas(width != null ? width : 300, height != null ? height : 300);
84
+ this.canvas = createCanvas(width != null ? width : 300, height != null ? height : 300);
75
85
  } else {
76
86
  this.processor = new MediaStreamTrackProcessor({ track: this.source });
77
87
  this.trackGenerator = new MediaStreamTrackGenerator({
78
88
  kind: "video",
79
89
  signalTarget: this.source
80
90
  });
81
- this.canvas = new OffscreenCanvas(width != null ? width : 300, height != null ? height : 300);
91
+ this.canvas = createCanvas(width != null ? width : 300, height != null ? height : 300);
82
92
  }
83
93
  }
84
94
  async init(opts) {
@@ -329,11 +339,17 @@ async function resizeImageToCover(image, targetWidth, targetHeight) {
329
339
  resizeQuality: "medium"
330
340
  });
331
341
  }
332
- var emptyImageData = new ImageData(2, 2);
333
- emptyImageData.data[0] = 0;
334
- emptyImageData.data[1] = 0;
335
- emptyImageData.data[2] = 0;
336
- emptyImageData.data[3] = 0;
342
+ var emptyImageData;
343
+ function getEmptyImageData() {
344
+ if (!emptyImageData) {
345
+ emptyImageData = new ImageData(2, 2);
346
+ emptyImageData.data[0] = 0;
347
+ emptyImageData.data[1] = 0;
348
+ emptyImageData.data[2] = 0;
349
+ emptyImageData.data[3] = 0;
350
+ }
351
+ return emptyImageData;
352
+ }
337
353
  var glsl = (source) => source;
338
354
 
339
355
  // src/webgl/shader-programs/vertexShader.ts
@@ -648,7 +664,7 @@ var setupWebGL = (canvas) => {
648
664
  gl.uniform1i(bgTextureLocation, 0);
649
665
  gl.uniform1i(frameTextureLocation, 1);
650
666
  gl.uniform1i(maskTextureLocation, 2);
651
- let customBackgroundImage = emptyImageData;
667
+ let customBackgroundImage = getEmptyImageData();
652
668
  function renderFrame(frame) {
653
669
  if (frame.codedWidth === 0 || finalMaskTextures.length === 0) {
654
670
  return;
@@ -705,7 +721,7 @@ var setupWebGL = (canvas) => {
705
721
  gl.drawArrays(gl.TRIANGLES, 0, 6);
706
722
  }
707
723
  async function setBackgroundImage(image) {
708
- customBackgroundImage = emptyImageData;
724
+ customBackgroundImage = getEmptyImageData();
709
725
  if (image) {
710
726
  try {
711
727
  const croppedImage = await resizeImageToCover(image, canvas.width, canvas.height);
@@ -776,7 +792,7 @@ var setupWebGL = (canvas) => {
776
792
  if (customBackgroundImage instanceof ImageBitmap) {
777
793
  customBackgroundImage.close();
778
794
  }
779
- customBackgroundImage = emptyImageData;
795
+ customBackgroundImage = getEmptyImageData();
780
796
  }
781
797
  bgBlurTextures = [];
782
798
  bgBlurFrameBuffers = [];
@@ -803,7 +819,7 @@ var VideoTransformer = class {
803
819
  this.canvas = outputCanvas || null;
804
820
  if (outputCanvas) {
805
821
  this.gl = setupWebGL(
806
- this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
822
+ this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
807
823
  );
808
824
  }
809
825
  this.inputVideo = inputVideo;
@@ -814,7 +830,7 @@ var VideoTransformer = class {
814
830
  this.canvas = outputCanvas || null;
815
831
  (_a = this.gl) == null ? void 0 : _a.cleanup();
816
832
  this.gl = setupWebGL(
817
- this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
833
+ this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight)
818
834
  );
819
835
  this.inputVideo = inputVideo;
820
836
  this.isDisabled = false;
@@ -1 +1 @@
1
- {"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 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 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\": \"0.5.5\",\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\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 { 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 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 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 = emptyImageData;\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 = 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 ? 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 = emptyImageData;\n }\n bgBlurTextures = [];\n bgBlurFrameBuffers = [];\n finalMaskTextures = [];\n }\n\n return { renderFrame, updateMask, 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
+ {"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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  source?: MediaStreamVideoTrack;
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  processor?: MediaStreamTrackProcessor<VideoFrame>;
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  trackGenerator?: MediaStreamTrackGenerator<VideoFrame>;
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- canvas?: OffscreenCanvas;
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+ canvas?: OffscreenCanvas | HTMLCanvasElement;
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  displayCanvas?: HTMLCanvasElement;
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  sourceDummy?: HTMLMediaElement;
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  processedTrack?: MediaStreamTrack;
@@ -2,7 +2,7 @@ import { setupWebGL } from '../webgl/index';
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  import { VideoTrackTransformer, VideoTransformerInitOptions } from './types';
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  export default abstract class VideoTransformer<Options extends Record<string, unknown>> implements VideoTrackTransformer<Options> {
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  transformer?: TransformStream;
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- canvas?: OffscreenCanvas;
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+ canvas?: OffscreenCanvas | HTMLCanvasElement;
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  inputVideo?: HTMLVideoElement;
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  gl?: ReturnType<typeof setupWebGL>;
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  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 {
@@ -1,5 +1,4 @@
1
- export declare const supportsProcessor: boolean;
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;
@@ -1,4 +1,4 @@
1
- export declare const setupWebGL: (canvas: OffscreenCanvas) => {
1
+ export declare const setupWebGL: (canvas: OffscreenCanvas | HTMLCanvasElement) => {
2
2
  renderFrame: (frame: VideoFrame) => void;
3
3
  updateMask: (mask: WebGLTexture) => void;
4
4
  setBackgroundImage: (image: ImageBitmap | null) => Promise<void>;
@@ -20,6 +20,6 @@ export declare function createVertexBuffer(gl: WebGL2RenderingContext): WebGLBuf
20
20
  * @returns A cropped and resized ImageBitmap
21
21
  */
22
22
  export declare function resizeImageToCover(image: ImageBitmap, targetWidth: number, targetHeight: number): Promise<ImageBitmap>;
23
- declare const emptyImageData: ImageData;
23
+ declare function getEmptyImageData(): ImageData;
24
24
  declare const glsl: (source: any) => any;
25
- export { emptyImageData, glsl };
25
+ export { getEmptyImageData, glsl };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@livekit/track-processors",
3
- "version": "0.5.5",
3
+ "version": "0.5.6",
4
4
  "description": "LiveKit track processors",
5
5
  "main": "dist/index.js",
6
6
  "module": "dist/index.mjs",
@@ -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 = new OffscreenCanvas(width ?? 300, height ?? 300);
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 = new OffscreenCanvas(width ?? 300, height ?? 300);
136
+ this.canvas = createCanvas(width ?? 300, height ?? 300);
137
137
  }
138
138
  }
139
139
 
@@ -1,3 +1,4 @@
1
+ import { createCanvas } from '../utils';
1
2
  import { setupWebGL } from '../webgl/index';
2
3
  import { VideoTrackTransformer, VideoTransformerInitOptions } from './types';
3
4
 
@@ -6,7 +7,7 @@ export default abstract class VideoTransformer<Options extends Record<string, un
6
7
  {
7
8
  transformer?: TransformStream;
8
9
 
9
- canvas?: OffscreenCanvas;
10
+ canvas?: OffscreenCanvas | HTMLCanvasElement;
10
11
 
11
12
  // ctx?: OffscreenCanvasRenderingContext2D;
12
13
 
@@ -31,7 +32,7 @@ export default abstract class VideoTransformer<Options extends Record<string, un
31
32
  if (outputCanvas) {
32
33
  // this.ctx = this.canvas?.getContext('2d') || undefined;
33
34
  this.gl = setupWebGL(
34
- this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight),
35
+ this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight),
35
36
  );
36
37
  }
37
38
  this.inputVideo = inputVideo;
@@ -42,7 +43,7 @@ export default abstract class VideoTransformer<Options extends Record<string, un
42
43
  this.canvas = outputCanvas || null;
43
44
  this.gl?.cleanup();
44
45
  this.gl = setupWebGL(
45
- this.canvas || new OffscreenCanvas(inputVideo.videoWidth, inputVideo.videoHeight),
46
+ this.canvas || createCanvas(inputVideo.videoWidth, inputVideo.videoHeight),
46
47
  );
47
48
 
48
49
  this.inputVideo = inputVideo;
@@ -3,7 +3,7 @@ export type TrackTransformerInitOptions = {
3
3
  };
4
4
 
5
5
  export interface VideoTransformerInitOptions extends TrackTransformerInitOptions {
6
- outputCanvas: OffscreenCanvas;
6
+ outputCanvas: OffscreenCanvas | HTMLCanvasElement;
7
7
  inputElement: HTMLVideoElement;
8
8
  }
9
9
 
package/src/utils.ts CHANGED
@@ -1,6 +1,5 @@
1
1
  /* eslint-disable @typescript-eslint/naming-convention */
2
- export const supportsProcessor = typeof MediaStreamTrackGenerator !== 'undefined';
3
- export const supportsOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
2
+ export const supportsOffscreenCanvas = () => typeof OffscreenCanvas !== 'undefined';
4
3
 
5
4
  async function sleep(time: number) {
6
5
  return new Promise((resolve) => setTimeout(resolve, time));
@@ -23,3 +22,13 @@ export async function waitForTrackResolution(track: MediaStreamTrack) {
23
22
  }
24
23
  return { width: undefined, height: undefined };
25
24
  }
25
+
26
+ export function createCanvas(width: number, height: number) {
27
+ if (supportsOffscreenCanvas()) {
28
+ return new OffscreenCanvas(width, height);
29
+ }
30
+ const canvas = document.createElement('canvas');
31
+ canvas.width = width;
32
+ canvas.height = height;
33
+ return canvas;
34
+ }
@@ -11,12 +11,12 @@ import { applyDownsampling, createDownSampler } from './shader-programs/downSamp
11
11
  import {
12
12
  createFramebuffer,
13
13
  createVertexBuffer,
14
- emptyImageData,
14
+ getEmptyImageData,
15
15
  initTexture,
16
16
  resizeImageToCover,
17
17
  } from './utils';
18
18
 
19
- export const setupWebGL = (canvas: OffscreenCanvas) => {
19
+ export const setupWebGL = (canvas: OffscreenCanvas | HTMLCanvasElement) => {
20
20
  const gl = canvas.getContext('webgl2', {
21
21
  antialias: true,
22
22
  premultipliedAlpha: true,
@@ -110,7 +110,7 @@ export const setupWebGL = (canvas: OffscreenCanvas) => {
110
110
  gl.uniform1i(maskTextureLocation, 2);
111
111
 
112
112
  // Store custom background image
113
- let customBackgroundImage: ImageBitmap | ImageData = emptyImageData;
113
+ let customBackgroundImage: ImageBitmap | ImageData = getEmptyImageData();
114
114
 
115
115
  function renderFrame(frame: VideoFrame) {
116
116
  if (frame.codedWidth === 0 || finalMaskTextures.length === 0) {
@@ -189,7 +189,7 @@ export const setupWebGL = (canvas: OffscreenCanvas) => {
189
189
  */
190
190
  async function setBackgroundImage(image: ImageBitmap | null) {
191
191
  // Clear existing background
192
- customBackgroundImage = emptyImageData;
192
+ customBackgroundImage = getEmptyImageData();
193
193
 
194
194
  if (image) {
195
195
  try {
@@ -282,7 +282,7 @@ export const setupWebGL = (canvas: OffscreenCanvas) => {
282
282
  if (customBackgroundImage instanceof ImageBitmap) {
283
283
  customBackgroundImage.close();
284
284
  }
285
- customBackgroundImage = emptyImageData;
285
+ customBackgroundImage = getEmptyImageData();
286
286
  }
287
287
  bgBlurTextures = [];
288
288
  bgBlurFrameBuffers = [];
@@ -131,12 +131,20 @@ export async function resizeImageToCover(
131
131
  });
132
132
  }
133
133
 
134
- const emptyImageData = new ImageData(2, 2);
135
- emptyImageData.data[0] = 0;
136
- emptyImageData.data[1] = 0;
137
- emptyImageData.data[2] = 0;
138
- emptyImageData.data[3] = 0;
134
+ let emptyImageData: ImageData | undefined;
135
+
136
+ function getEmptyImageData() {
137
+ if (!emptyImageData) {
138
+ emptyImageData = new ImageData(2, 2);
139
+ emptyImageData.data[0] = 0;
140
+ emptyImageData.data[1] = 0;
141
+ emptyImageData.data[2] = 0;
142
+ emptyImageData.data[3] = 0;
143
+ }
144
+
145
+ return emptyImageData;
146
+ }
139
147
 
140
148
  const glsl = (source: any) => source;
141
149
 
142
- export { emptyImageData, glsl };
150
+ export { getEmptyImageData, glsl };