@livekit/track-processors 0.6.1 → 0.7.2
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/README.md +31 -9
- package/dist/index.js +297 -84
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +296 -83
- package/dist/index.mjs.map +1 -1
- package/dist/src/ProcessorWrapper.d.ts +12 -7
- package/dist/src/index.d.ts +56 -5
- package/dist/src/logger.d.ts +29 -0
- package/dist/src/transformers/BackgroundTransformer.d.ts +4 -2
- package/dist/src/transformers/VideoTransformer.d.ts +1 -1
- package/dist/src/transformers/types.d.ts +11 -8
- package/dist/src/webgl/index.d.ts +1 -0
- package/dist/src/webgl/shader-programs/compositeShader.d.ts +1 -0
- package/package.json +3 -4
- package/src/ProcessorWrapper.ts +66 -24
- package/src/index.ts +211 -42
- package/src/logger.ts +74 -0
- package/src/transformers/BackgroundTransformer.ts +22 -8
- package/src/transformers/VideoTransformer.ts +1 -1
- package/src/transformers/types.ts +11 -8
- package/src/webgl/index.ts +24 -11
- package/src/webgl/shader-programs/compositeShader.ts +18 -13
- package/src/webgl/utils.ts +6 -2
package/dist/index.mjs.map
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{"version":3,"sources":["../src/utils.ts","../src/ProcessorWrapper.ts","../src/transformers/BackgroundTransformer.ts","../package.json","../src/webgl/utils.ts","../src/webgl/shader-programs/vertexShader.ts","../src/webgl/shader-programs/blurShader.ts","../src/webgl/shader-programs/boxBlurShader.ts","../src/webgl/shader-programs/compositeShader.ts","../src/webgl/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 private symbol?: Symbol;\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 const symbol = Symbol('stream');\n this.symbol = symbol;\n\n pipedStream\n .pipeTo(this.trackGenerator.writable)\n // destroy processor if stream finishes\n .then(() => this.destroy(symbol))\n // destroy processor if stream errors - unless it's an abort error\n .catch((e) => {\n if (e instanceof DOMException && e.name === 'AbortError') {\n console.log('stream processor path aborted');\n } else {\n console.error('error when trying to pipe', e);\n this.destroy(symbol);\n }\n });\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(symbol?: Symbol) {\n if (symbol && this.symbol !== symbol) {\n // If the symbol is provided, we only destroy if it matches the current symbol\n return;\n }\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 backgroundImageAndPath: { imageData: ImageBitmap, path: string } | null = null;\n\n options: BackgroundOptions;\n\n segmentationTimeMs: number = 0;\n\n isFirstFrame = true;\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) {\n await this.loadAndSetBackground(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.backgroundImageAndPath = null;\n this.isFirstFrame = true;\n }\n\n async loadAndSetBackground(path: string) {\n if (!this.backgroundImageAndPath || this.backgroundImageAndPath?.path !== path) {\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.backgroundImageAndPath = { imageData, path };\n }\n this.gl?.setBackgroundImage(this.backgroundImageAndPath.imageData);\n }\n\n async transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>) {\n let enqueuedFrame = false;\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 enqueuedFrame = true;\n return;\n }\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\n // Render a copy of the first frame is rendered to the screen as soon as possible to act\n // as a less jarring initial state than a solid color while the synchronous work below\n // (segmentation + frame rendering) occurs.\n //\n // Ideally, these sync tasks could be offloaded to a webworker, but this is challenging\n // given WebGLTextures cannot be easily passed in a `postMessage`.\n if (this.isFirstFrame) {\n controller.enqueue(frame.clone());\n\n // Wait for the frame that was enqueued above to render before doing the sync work\n // below - otherwise, the sync work will take over the event loop and prevent the render\n // from occurring\n if (this.inputVideo) {\n await new Promise((resolve) => {\n this.inputVideo!.requestVideoFrameCallback((_now, e) => {\n const durationUntilFrameRenderedInMs = e.expectedDisplayTime - e.presentationTime;\n setTimeout(resolve, durationUntilFrameRenderedInMs);\n });\n });\n }\n }\n this.isFirstFrame = false;\n\n const filterStartTimeMs = performance.now();\n\n const segmentationPromise = new Promise<void>((resolve, reject) => {\n try {\n let segmentationStartTimeMs = performance.now();\n // NOTE: this.imageSegmenter?.segmentForVideo is synchronous, and blocks the event loop\n // for tens to ~100 ms! The promise wrapper is just used to flatten out the call hierarchy.\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 // NOTE: `this.drawFrame` is synchronous, and could take tens of ms to run!\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 if (!enqueuedFrame) {\n frame.close();\n }\n }\n }\n\n async update(opts: BackgroundOptions) {\n this.options = { ...this.options, ...opts };\n\n this.gl?.setBlurRadius(opts.blurRadius ?? null);\n if (opts.imagePath) {\n await this.loadAndSetBackground(opts.imagePath);\n } else {\n this.gl?.setBackgroundImage(null);\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\": \"0.6.1\",\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\": {\n \"type\": \"git\",\n \"url\": \"https://github.com/livekit/track-processors-js.git\"\n },\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 \"dev\": \"vite example -c vite.config.mjs --open\",\n \"sample\": \"pnpm run dev\"\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 \"@types/dom-mediacapture-transform\": \"^0.1.9\"\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/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-import\": \"2.27.5\",\n \"prettier\": \"^2.8.8\",\n \"tsup\": \"^7.2.0\",\n \"typescript\": \"^5.8.3\",\n \"vite\": \"^7.0.2\"\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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{"version":3,"sources":["../src/utils.ts","../src/logger.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 { getLogger as clientGetLogger } from 'livekit-client';\n\nexport enum LogLevel {\n trace = 0,\n debug = 1,\n info = 2,\n warn = 3,\n error = 4,\n silent = 5,\n}\n\nexport enum LoggerNames {\n ProcessorWrapper = 'livekit-processor-wrapper',\n BackgroundProcessor = 'livekit-background-processor',\n WebGl = 'livekit-track-processor-web-gl',\n}\n\ntype LogLevelString = keyof typeof LogLevel;\n\nexport type StructuredLogger = ReturnType<typeof clientGetLogger>;\n\nlet livekitLogger = getLogger('livekit');\nconst livekitLoggers = Object.values(LoggerNames).map((name) => getLogger(name));\n\nlivekitLogger.setDefaultLevel(LogLevel.info);\n\nexport default livekitLogger as StructuredLogger;\n\n/**\n * @internal\n */\nexport function getLogger(name: string): StructuredLogger {\n return clientGetLogger(name);\n}\n\nexport function setLogLevel(level: LogLevel | LogLevelString, loggerName?: LoggerNames) {\n if (loggerName) {\n getLogger(loggerName).setLevel(level);\n } else {\n for (const logger of livekitLoggers) {\n logger.setLevel(level);\n }\n }\n}\n\nexport type LogExtension = (level: LogLevel, msg: string, context?: object) => void;\n\n/**\n * use this to hook into the logging function to allow sending internal livekit logs to third party services\n * if set, the browser logs will lose their stacktrace information (see https://github.com/pimterry/loglevel#writing-plugins)\n */\nexport function setLogExtension(extension: LogExtension, logger?: StructuredLogger) {\n const loggers = logger ? [logger] : livekitLoggers;\n\n loggers.forEach((logR) => {\n const originalFactory = logR.methodFactory;\n\n logR.methodFactory = (methodName, configLevel, loggerName) => {\n const rawMethod = originalFactory(methodName, configLevel, loggerName);\n\n const logLevel = LogLevel[methodName as LogLevelString];\n const needLog = logLevel >= configLevel && logLevel < LogLevel.silent;\n\n return (msg, context?: [msg: string, context: object]) => {\n if (context) rawMethod(msg, context);\n else rawMethod(msg);\n if (needLog) {\n extension(logLevel, msg, context);\n }\n };\n };\n logR.setLevel(logR.getLevel());\n });\n}\n","import { type ProcessorOptions, type Track, type TrackProcessor } from 'livekit-client';\nimport { TrackTransformer, TrackTransformerDestroyOptions } from './transformers';\nimport { createCanvas, waitForTrackResolution } from './utils';\nimport { LoggerNames, getLogger } from './logger';\n\ntype ProcessorWrapperLifecycleState = 'idle' | 'initializing' | 'running' | 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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 // if stream finishes, the media to process is exhausted\n .then(() => this.handleMediaExhausted())\n // destroy processor if stream errors - unless it's an abort error\n .catch((e) => {\n if (e instanceof DOMException && e.name === 'AbortError') {\n this.log.log('stream processor path aborted');\n } else if (e instanceof DOMException && e.name === 'InvalidStateError' && e.message === 'Stream closed') {\n this.log.log('stream processor underlying stream closed');\n this.handleMediaExhausted();\n } else {\n this.log.error('error when trying to pipe', e);\n this.destroy();\n }\n });\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 this.log.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 this.handleMediaExhausted();\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 this.handleMediaExhausted();\n return;\n }\n\n if (this.sourceDummy.paused) {\n this.log.warn('Video is paused, trying to play');\n this.sourceDummy.play().then(() => {\n this.animationFrameId = requestAnimationFrame(renderLoop);\n });\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 this.log.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 this.log.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 this.log.debug('Restart called');\n await this.destroy({ willProcessorRestart: true });\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 /** Called if the media pipeline no longer can read frames to process from the source media */\n private async handleMediaExhausted() {\n this.log.debug('Media was exhausted from source');\n if (this.lifecycleState !== 'running') {\n return;\n }\n this.lifecycleState = 'media-exhausted'\n await this.cleanup();\n }\n\n /** Tears down the media stack logic initialized in initStreamProcessorPath / initFallbackPath */\n private async cleanup() {\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 // NOTE: closing writableControl below terminates the stream in initStreamProcessorPath /\n // calls the .then(...) which calls this.handleMediaExhausted\n await this.processor?.writableControl?.close();\n this.trackGenerator?.stop();\n }\n }\n\n async destroy(transformerDestroyOptions: TrackTransformerDestroyOptions = { willProcessorRestart: false }) {\n this.log.debug(`Destroy called - lifecycleState=${this.lifecycleState}, transformerDestroyOptions=${JSON.stringify(transformerDestroyOptions)}`);\n switch (this.lifecycleState) {\n case 'running':\n case 'media-exhausted':\n this.lifecycleState = 'destroying';\n\n await this.cleanup();\n\n await this.transformer.destroy(transformerDestroyOptions);\n this.lifecycleState = 'destroyed';\n break;\n\n default:\n break;\n }\n }\n}\n","import * as vision from '@mediapipe/tasks-vision';\nimport { getLogger, LoggerNames } from '../logger';\nimport { dependencies } from '../../package.json';\nimport VideoTransformer from './VideoTransformer';\nimport { TrackTransformerDestroyOptions, 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 backgroundDisabled?: boolean;\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 backgroundImageAndPath: { imageData: ImageBitmap, path: string } | null = null;\n\n options: BackgroundOptions;\n\n segmentationTimeMs: number = 0;\n\n isFirstFrame = true;\n\n private log = getLogger(LoggerNames.ProcessorWrapper);\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) {\n await this.loadAndSetBackground(this.options.imagePath).catch((err) =>\n this.log.error('Error while loading processor background image: ', err),\n );\n }\n if (typeof this.options.blurRadius === 'number') {\n this.gl?.setBlurRadius(this.options.blurRadius);\n }\n this.gl?.setBackgroundDisabled(this.options.backgroundDisabled ?? false);\n }\n\n async destroy(options?: TrackTransformerDestroyOptions) {\n await super.destroy();\n await this.imageSegmenter?.close();\n this.backgroundImageAndPath = null;\n\n if (!options?.willProcessorRestart) {\n this.isFirstFrame = true;\n }\n }\n\n async loadAndSetBackground(path: string) {\n if (!this.backgroundImageAndPath || this.backgroundImageAndPath?.path !== path) {\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.backgroundImageAndPath = { imageData, path };\n }\n this.gl?.setBackgroundImage(this.backgroundImageAndPath.imageData);\n }\n\n async transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>) {\n let enqueuedFrame = false;\n try {\n if (!(frame instanceof VideoFrame) || frame.codedWidth === 0 || frame.codedHeight === 0) {\n this.log.debug('empty frame detected, ignoring');\n return;\n }\n\n let skipProcessingFrame = this.isDisabled ?? this.options.backgroundDisabled ?? false;\n if (typeof this.options.blurRadius !== 'number' && typeof this.options.imagePath !== 'string') {\n skipProcessingFrame = true;\n }\n\n if (skipProcessingFrame) {\n controller.enqueue(frame);\n enqueuedFrame = true;\n return;\n }\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\n // Render a copy of the first frame is rendered to the screen as soon as possible to act\n // as a less jarring initial state than a solid color while the synchronous work below\n // (segmentation + frame rendering) occurs.\n //\n // Ideally, these sync tasks could be offloaded to a webworker, but this is challenging\n // given WebGLTextures cannot be easily passed in a `postMessage`.\n if (this.isFirstFrame) {\n controller.enqueue(frame.clone());\n\n // Wait for the frame that was enqueued above to render before doing the sync work\n // below - otherwise, the sync work will take over the event loop and prevent the render\n // from occurring\n if (this.inputVideo) {\n await new Promise((resolve) => {\n this.inputVideo!.requestVideoFrameCallback((_now, e) => {\n const durationUntilFrameRenderedInMs = e.expectedDisplayTime - e.presentationTime;\n setTimeout(resolve, durationUntilFrameRenderedInMs);\n });\n });\n }\n }\n this.isFirstFrame = false;\n\n const filterStartTimeMs = performance.now();\n\n const segmentationPromise = new Promise<void>((resolve, reject) => {\n try {\n let segmentationStartTimeMs = performance.now();\n // NOTE: this.imageSegmenter?.segmentForVideo is synchronous, and blocks the event loop\n // for tens to ~100 ms! The promise wrapper is just used to flatten out the call hierarchy.\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 // NOTE: `this.drawFrame` is synchronous, and could take tens of ms to run!\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 this.log.error('Error while processing frame: ', e);\n } finally {\n if (!enqueuedFrame) {\n frame.close();\n }\n }\n }\n\n async update(opts: BackgroundOptions) {\n this.options = { ...this.options, ...opts };\n\n this.gl?.setBlurRadius(opts.blurRadius ?? null);\n if (opts.imagePath) {\n await this.loadAndSetBackground(opts.imagePath);\n } else {\n this.gl?.setBackgroundImage(null);\n }\n this.gl?.setBackgroundDisabled(opts.backgroundDisabled ?? false);\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\": \"0.7.2\",\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\": {\n \"type\": \"git\",\n \"url\": \"https://github.com/livekit/track-processors-js.git\"\n },\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 \"dev\": \"vite example -c vite.config.mjs --open\",\n \"sample\": \"pnpm run dev\"\n },\n \"files\": [\n \"dist\",\n \"src\"\n ],\n \"dependencies\": {\n \"@mediapipe/tasks-vision\": \"0.10.14\"\n },\n \"peerDependencies\": {\n \"@types/dom-mediacapture-transform\": \"^0.1.9\",\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/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-import\": \"2.27.5\",\n \"prettier\": \"^2.8.8\",\n \"tsup\": \"^7.2.0\",\n \"typescript\": \"^5.8.3\",\n \"vite\": \"^7.0.2\"\n },\n \"packageManager\": \"pnpm@9.15.9+sha512.68046141893c66fad01c079231128e9afb89ef87e2691d69e4d40eee228988295fd4682181bae55b58418c3a253bde65a505ec7c5f9403ece5cc3cd37dcf2531\"\n}\n","import { getLogger, LoggerNames} from '../logger';\n\nconst log = getLogger(LoggerNames.WebGl);\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 log.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 log.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 bool disableBackground;\n uniform sampler2D frame;\n uniform sampler2D mask;\n out vec4 fragColor;\n \n void main() {\n vec4 frameTex = texture(frame, texCoords);\n\n if (disableBackground) {\n fragColor = frameTex;\n } else {\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 fragColor = blended;\n }\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 disableBackground: gl.getUniformLocation(compositeProgram, 'disableBackground')!,\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 { getLogger, LoggerNames} from '../logger';\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\nconst log = getLogger(LoggerNames.WebGl);\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 log.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 disableBackground: disableBackgroundLocation,\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 let backgroundImageDisabled = false;\n\n // Set up uniforms for the composite shader\n gl.useProgram(compositeProgram);\n gl.uniform1i(disableBackgroundLocation, backgroundImageDisabled ? 1 : 0);\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 | null = null;\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 if (customBackgroundImage) {\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 gl.uniform1i(disableBackgroundLocation, backgroundImageDisabled ? 1 : 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 = null;\n\n if (image) {\n customBackgroundImage = getEmptyImageData();\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 log.error(\n 'Error processing background image, falling back to black background:',\n error,\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\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 setBackgroundDisabled(disabled: boolean) {\n backgroundImageDisabled = disabled;\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 = null;\n }\n bgBlurTextures = [];\n bgBlurFrameBuffers = [];\n finalMaskTextures = [];\n }\n\n return { renderFrame, updateMask, setBackgroundImage, setBlurRadius, setBackgroundDisabled, 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};\nexport * from './logger';\n\nconst DEFAULT_BLUR_RADIUS = 10;\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\ntype SwitchBackgroundProcessorBackgroundBlurOptions = {\n mode: 'background-blur';\n /** If unspecified, defaults to {@link DEFAULT_BLUR_RADIUS} */\n blurRadius?: number;\n};\n\ntype SwitchBackgroundProcessorVirtualBackgroundOptions = {\n mode: 'virtual-background';\n imagePath: string;\n};\n\ntype SwitchBackgroundProcessorDisabledOptions = {\n mode: 'disabled';\n};\n\nexport type SwitchBackgroundProcessorOptions =\n| SwitchBackgroundProcessorDisabledOptions\n| SwitchBackgroundProcessorBackgroundBlurOptions\n| SwitchBackgroundProcessorVirtualBackgroundOptions\n\ntype BackgroundProcessorCommonOptions = ProcessorWrapperOptions & {\n segmenterOptions?: SegmenterOptions;\n assetPaths?: { tasksVisionFileSet?: string; modelAssetPath?: string };\n onFrameProcessed?: (stats: FrameProcessingStats) => void;\n};\n\ntype BackgroundProcessorModeOptions = BackgroundProcessorCommonOptions & SwitchBackgroundProcessorOptions;\ntype BackgroundProcessorLegacyOptions = BackgroundProcessorCommonOptions & {\n mode?: never;\n blurRadius?: number;\n imagePath?: string;\n};\n\nexport type BackgroundProcessorOptions =\n | BackgroundProcessorModeOptions\n | BackgroundProcessorLegacyOptions;\n\n/**\n * A {@link ProcessorWrapper} that supports applying effects to the background of a video track.\n *\n * For more info and for how to construct this object, see {@link BackgroundProcessor}.\n */\nexport class BackgroundProcessorWrapper extends ProcessorWrapper<BackgroundOptions, BackgroundTransformer> {\n get mode(): BackgroundProcessorModeOptions['mode'] | 'legacy' {\n const options = this.transformer.options;\n\n if (options.backgroundDisabled) {\n return 'disabled';\n }\n\n if (typeof options.imagePath === 'string' && typeof options.blurRadius === 'undefined') {\n return 'virtual-background';\n }\n\n if (typeof options.imagePath === 'undefined') {\n return 'background-blur';\n }\n\n return 'legacy';\n }\n\n async switchTo(options: SwitchBackgroundProcessorOptions) {\n switch (options.mode) {\n case 'background-blur':\n await this.updateTransformerOptions({\n imagePath: undefined,\n blurRadius: options.blurRadius ?? DEFAULT_BLUR_RADIUS,\n backgroundDisabled: false,\n });\n break;\n case 'virtual-background':\n await this.updateTransformerOptions({\n imagePath: options.imagePath,\n blurRadius: undefined,\n backgroundDisabled: false,\n });\n break;\n case 'disabled':\n await this.updateTransformerOptions({ imagePath: undefined, backgroundDisabled: true });\n break;\n }\n }\n}\n\n/**\n * Instantiates a background processor that supports blurring the background of a user's local\n * video or replacing the user's background with a virtual background image, and supports switching\n * the active mode later on the fly to avoid visual artifacts.\n *\n * @example\n * const camTrack = currentRoom.localParticipant.getTrackPublication(Track.Source.Camera)!.track as LocalVideoTrack;\n * const processor = BackgroundProcessor({ mode: 'background-blur', blurRadius: 10 });\n * camTrack.setProcessor(processor);\n *\n * // Change to background image:\n * processor.switchToVirtualBackground('path/to/image.png');\n * // Change back to background blur:\n * processor.switchToBackgroundBlur(10);\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 let transformer, processorOpts;\n switch (options.mode) {\n case 'background-blur': {\n const {\n // eslint-disable-next-line no-unused-vars\n mode,\n blurRadius = DEFAULT_BLUR_RADIUS,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n ...rest\n } = options;\n\n processorOpts = rest;\n transformer = new BackgroundTransformer({\n blurRadius,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n });\n break;\n }\n\n case 'virtual-background': {\n const {\n // eslint-disable-next-line no-unused-vars\n mode,\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n ...rest\n } = options;\n\n processorOpts = rest;\n transformer = new BackgroundTransformer({\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n });\n break;\n }\n\n case 'disabled': {\n const {\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n ...rest\n } = options;\n\n processorOpts = rest;\n transformer = new BackgroundTransformer({\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n });\n break;\n }\n\n default: {\n const {\n blurRadius,\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n ...rest\n } = options;\n\n processorOpts = rest;\n transformer = new BackgroundTransformer({\n blurRadius,\n imagePath,\n segmenterOptions,\n assetPaths,\n onFrameProcessed,\n });\n break;\n }\n }\n\n const processor = new BackgroundProcessorWrapper(transformer, name, processorOpts);\n\n return processor;\n};\n\n/**\n * Instantiates a background processor that is configured in blur mode.\n * @deprecated Use `BackgroundProcessor({ mode: 'background-blur', blurRadius: 10, ... })` instead.\n */\nexport const BackgroundBlur = (\n blurRadius: number = DEFAULT_BLUR_RADIUS,\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\n/**\n * Instantiates a background processor that is configured in virtual background mode.\n * @deprecated Use `BackgroundProcessor({ mode: 'virtual-background', imagePath: '...', ... })` instead.\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 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@@ -1,5 +1,5 @@
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1
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-
import type
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2
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-
import { TrackTransformer } from './transformers';
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1
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+
import { type ProcessorOptions, type Track, type TrackProcessor } from 'livekit-client';
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2
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+
import { TrackTransformer, TrackTransformerDestroyOptions } from './transformers';
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3
3
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export interface ProcessorWrapperOptions {
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4
4
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/**
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5
5
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* Maximum frame rate for fallback canvas.captureStream implementation
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@@ -7,7 +7,7 @@ export interface ProcessorWrapperOptions {
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7
7
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*/
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8
8
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maxFps?: number;
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9
9
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}
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10
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-
export default class ProcessorWrapper<TransformerOptions extends Record<string, unknown>> implements TrackProcessor<Track.Kind> {
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10
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+
export default class ProcessorWrapper<TransformerOptions extends Record<string, unknown>, Transformer extends TrackTransformer<TransformerOptions> = TrackTransformer<TransformerOptions>> implements TrackProcessor<Track.Kind> {
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11
11
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/**
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12
12
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* Determines if the Processor is supported on the current browser
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13
13
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*/
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@@ -24,7 +24,7 @@ export default class ProcessorWrapper<TransformerOptions extends Record<string,
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24
24
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displayCanvas?: HTMLCanvasElement;
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25
25
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sourceDummy?: HTMLMediaElement;
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26
26
|
processedTrack?: MediaStreamTrack;
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27
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-
transformer:
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27
|
+
transformer: Transformer;
|
|
28
28
|
private useStreamFallback;
|
|
29
29
|
private capturedStream?;
|
|
30
30
|
private animationFrameId?;
|
|
@@ -32,8 +32,9 @@ export default class ProcessorWrapper<TransformerOptions extends Record<string,
|
|
|
32
32
|
private frameCallback?;
|
|
33
33
|
private processingEnabled;
|
|
34
34
|
private maxFps;
|
|
35
|
-
private
|
|
36
|
-
|
|
35
|
+
private log;
|
|
36
|
+
private lifecycleState;
|
|
37
|
+
constructor(transformer: Transformer, name: string, options?: ProcessorWrapperOptions);
|
|
37
38
|
private setup;
|
|
38
39
|
init(opts: ProcessorOptions<Track.Kind>): Promise<void>;
|
|
39
40
|
private initStreamProcessorPath;
|
|
@@ -42,5 +43,9 @@ export default class ProcessorWrapper<TransformerOptions extends Record<string,
|
|
|
42
43
|
restart(opts: ProcessorOptions<Track.Kind>): Promise<void>;
|
|
43
44
|
restartTransformer(...options: Parameters<(typeof this.transformer)['restart']>): Promise<void>;
|
|
44
45
|
updateTransformerOptions(...options: Parameters<(typeof this.transformer)['update']>): Promise<void>;
|
|
45
|
-
|
|
46
|
+
/** Called if the media pipeline no longer can read frames to process from the source media */
|
|
47
|
+
private handleMediaExhausted;
|
|
48
|
+
/** Tears down the media stack logic initialized in initStreamProcessorPath / initFallbackPath */
|
|
49
|
+
private cleanup;
|
|
50
|
+
destroy(transformerDestroyOptions?: TrackTransformerDestroyOptions): Promise<void>;
|
|
46
51
|
}
|
package/dist/src/index.d.ts
CHANGED
|
@@ -3,6 +3,7 @@ import BackgroundTransformer, { BackgroundOptions, FrameProcessingStats, Segment
|
|
|
3
3
|
export * from './transformers/types';
|
|
4
4
|
export { default as VideoTransformer } from './transformers/VideoTransformer';
|
|
5
5
|
export { ProcessorWrapper, type BackgroundOptions, type SegmenterOptions, BackgroundTransformer, type ProcessorWrapperOptions, };
|
|
6
|
+
export * from './logger';
|
|
6
7
|
/**
|
|
7
8
|
* Determines if the current browser supports background processors
|
|
8
9
|
*/
|
|
@@ -11,16 +12,66 @@ export declare const supportsBackgroundProcessors: () => boolean;
|
|
|
11
12
|
* Determines if the current browser supports modern background processors, which yield better performance
|
|
12
13
|
*/
|
|
13
14
|
export declare const supportsModernBackgroundProcessors: () => boolean;
|
|
14
|
-
|
|
15
|
+
type SwitchBackgroundProcessorBackgroundBlurOptions = {
|
|
16
|
+
mode: 'background-blur';
|
|
17
|
+
/** If unspecified, defaults to {@link DEFAULT_BLUR_RADIUS} */
|
|
15
18
|
blurRadius?: number;
|
|
16
|
-
|
|
19
|
+
};
|
|
20
|
+
type SwitchBackgroundProcessorVirtualBackgroundOptions = {
|
|
21
|
+
mode: 'virtual-background';
|
|
22
|
+
imagePath: string;
|
|
23
|
+
};
|
|
24
|
+
type SwitchBackgroundProcessorDisabledOptions = {
|
|
25
|
+
mode: 'disabled';
|
|
26
|
+
};
|
|
27
|
+
export type SwitchBackgroundProcessorOptions = SwitchBackgroundProcessorDisabledOptions | SwitchBackgroundProcessorBackgroundBlurOptions | SwitchBackgroundProcessorVirtualBackgroundOptions;
|
|
28
|
+
type BackgroundProcessorCommonOptions = ProcessorWrapperOptions & {
|
|
17
29
|
segmenterOptions?: SegmenterOptions;
|
|
18
30
|
assetPaths?: {
|
|
19
31
|
tasksVisionFileSet?: string;
|
|
20
32
|
modelAssetPath?: string;
|
|
21
33
|
};
|
|
22
34
|
onFrameProcessed?: (stats: FrameProcessingStats) => void;
|
|
35
|
+
};
|
|
36
|
+
type BackgroundProcessorModeOptions = BackgroundProcessorCommonOptions & SwitchBackgroundProcessorOptions;
|
|
37
|
+
type BackgroundProcessorLegacyOptions = BackgroundProcessorCommonOptions & {
|
|
38
|
+
mode?: never;
|
|
39
|
+
blurRadius?: number;
|
|
40
|
+
imagePath?: string;
|
|
41
|
+
};
|
|
42
|
+
export type BackgroundProcessorOptions = BackgroundProcessorModeOptions | BackgroundProcessorLegacyOptions;
|
|
43
|
+
/**
|
|
44
|
+
* A {@link ProcessorWrapper} that supports applying effects to the background of a video track.
|
|
45
|
+
*
|
|
46
|
+
* For more info and for how to construct this object, see {@link BackgroundProcessor}.
|
|
47
|
+
*/
|
|
48
|
+
export declare class BackgroundProcessorWrapper extends ProcessorWrapper<BackgroundOptions, BackgroundTransformer> {
|
|
49
|
+
get mode(): BackgroundProcessorModeOptions['mode'] | 'legacy';
|
|
50
|
+
switchTo(options: SwitchBackgroundProcessorOptions): Promise<void>;
|
|
23
51
|
}
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
52
|
+
/**
|
|
53
|
+
* Instantiates a background processor that supports blurring the background of a user's local
|
|
54
|
+
* video or replacing the user's background with a virtual background image, and supports switching
|
|
55
|
+
* the active mode later on the fly to avoid visual artifacts.
|
|
56
|
+
*
|
|
57
|
+
* @example
|
|
58
|
+
* const camTrack = currentRoom.localParticipant.getTrackPublication(Track.Source.Camera)!.track as LocalVideoTrack;
|
|
59
|
+
* const processor = BackgroundProcessor({ mode: 'background-blur', blurRadius: 10 });
|
|
60
|
+
* camTrack.setProcessor(processor);
|
|
61
|
+
*
|
|
62
|
+
* // Change to background image:
|
|
63
|
+
* processor.switchToVirtualBackground('path/to/image.png');
|
|
64
|
+
* // Change back to background blur:
|
|
65
|
+
* processor.switchToBackgroundBlur(10);
|
|
66
|
+
*/
|
|
67
|
+
export declare const BackgroundProcessor: (options: BackgroundProcessorOptions, name?: string) => BackgroundProcessorWrapper;
|
|
68
|
+
/**
|
|
69
|
+
* Instantiates a background processor that is configured in blur mode.
|
|
70
|
+
* @deprecated Use `BackgroundProcessor({ mode: 'background-blur', blurRadius: 10, ... })` instead.
|
|
71
|
+
*/
|
|
72
|
+
export declare const BackgroundBlur: (blurRadius?: number, segmenterOptions?: SegmenterOptions, onFrameProcessed?: (stats: FrameProcessingStats) => void, processorOptions?: ProcessorWrapperOptions) => BackgroundProcessorWrapper;
|
|
73
|
+
/**
|
|
74
|
+
* Instantiates a background processor that is configured in virtual background mode.
|
|
75
|
+
* @deprecated Use `BackgroundProcessor({ mode: 'virtual-background', imagePath: '...', ... })` instead.
|
|
76
|
+
*/
|
|
77
|
+
export declare const VirtualBackground: (imagePath: string, segmenterOptions?: SegmenterOptions, onFrameProcessed?: (stats: FrameProcessingStats) => void, processorOptions?: ProcessorWrapperOptions) => BackgroundProcessorWrapper;
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
import { getLogger as clientGetLogger } from 'livekit-client';
|
|
2
|
+
export declare enum LogLevel {
|
|
3
|
+
trace = 0,
|
|
4
|
+
debug = 1,
|
|
5
|
+
info = 2,
|
|
6
|
+
warn = 3,
|
|
7
|
+
error = 4,
|
|
8
|
+
silent = 5
|
|
9
|
+
}
|
|
10
|
+
export declare enum LoggerNames {
|
|
11
|
+
ProcessorWrapper = "livekit-processor-wrapper",
|
|
12
|
+
BackgroundProcessor = "livekit-background-processor",
|
|
13
|
+
WebGl = "livekit-track-processor-web-gl"
|
|
14
|
+
}
|
|
15
|
+
type LogLevelString = keyof typeof LogLevel;
|
|
16
|
+
export type StructuredLogger = ReturnType<typeof clientGetLogger>;
|
|
17
|
+
declare const _default: StructuredLogger;
|
|
18
|
+
export default _default;
|
|
19
|
+
/**
|
|
20
|
+
* @internal
|
|
21
|
+
*/
|
|
22
|
+
export declare function getLogger(name: string): StructuredLogger;
|
|
23
|
+
export declare function setLogLevel(level: LogLevel | LogLevelString, loggerName?: LoggerNames): void;
|
|
24
|
+
export type LogExtension = (level: LogLevel, msg: string, context?: object) => void;
|
|
25
|
+
/**
|
|
26
|
+
* use this to hook into the logging function to allow sending internal livekit logs to third party services
|
|
27
|
+
* if set, the browser logs will lose their stacktrace information (see https://github.com/pimterry/loglevel#writing-plugins)
|
|
28
|
+
*/
|
|
29
|
+
export declare function setLogExtension(extension: LogExtension, logger?: StructuredLogger): void;
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import * as vision from '@mediapipe/tasks-vision';
|
|
2
2
|
import VideoTransformer from './VideoTransformer';
|
|
3
|
-
import { VideoTransformerInitOptions } from './types';
|
|
3
|
+
import { TrackTransformerDestroyOptions, VideoTransformerInitOptions } from './types';
|
|
4
4
|
export type SegmenterOptions = Partial<vision.ImageSegmenterOptions['baseOptions']>;
|
|
5
5
|
export interface FrameProcessingStats {
|
|
6
6
|
processingTimeMs: number;
|
|
@@ -10,6 +10,7 @@ export interface FrameProcessingStats {
|
|
|
10
10
|
export type BackgroundOptions = {
|
|
11
11
|
blurRadius?: number;
|
|
12
12
|
imagePath?: string;
|
|
13
|
+
backgroundDisabled?: boolean;
|
|
13
14
|
/** cannot be updated through the `update` method, needs a restart */
|
|
14
15
|
segmenterOptions?: SegmenterOptions;
|
|
15
16
|
/** cannot be updated through the `update` method, needs a restart */
|
|
@@ -31,9 +32,10 @@ export default class BackgroundProcessor extends VideoTransformer<BackgroundOpti
|
|
|
31
32
|
options: BackgroundOptions;
|
|
32
33
|
segmentationTimeMs: number;
|
|
33
34
|
isFirstFrame: boolean;
|
|
35
|
+
private log;
|
|
34
36
|
constructor(opts: BackgroundOptions);
|
|
35
37
|
init({ outputCanvas, inputElement: inputVideo }: VideoTransformerInitOptions): Promise<void>;
|
|
36
|
-
destroy(): Promise<void>;
|
|
38
|
+
destroy(options?: TrackTransformerDestroyOptions): Promise<void>;
|
|
37
39
|
loadAndSetBackground(path: string): Promise<void>;
|
|
38
40
|
transform(frame: VideoFrame, controller: TransformStreamDefaultController<VideoFrame>): Promise<void>;
|
|
39
41
|
update(opts: BackgroundOptions): Promise<void>;
|
|
@@ -5,7 +5,7 @@ export default abstract class VideoTransformer<Options extends Record<string, un
|
|
|
5
5
|
canvas?: OffscreenCanvas | HTMLCanvasElement;
|
|
6
6
|
inputVideo?: HTMLVideoElement;
|
|
7
7
|
gl?: ReturnType<typeof setupWebGL>;
|
|
8
|
-
protected isDisabled?:
|
|
8
|
+
protected isDisabled?: boolean;
|
|
9
9
|
init({ outputCanvas, inputElement: inputVideo, }: VideoTransformerInitOptions): Promise<void>;
|
|
10
10
|
restart({ outputCanvas, inputElement: inputVideo }: VideoTransformerInitOptions): Promise<void>;
|
|
11
11
|
destroy(): Promise<void>;
|