@zappar/zappar-cv 0.3.13 → 0.4.0-beta.10

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.
Files changed (61) hide show
  1. package/CHANGELOG.md +6 -0
  2. package/README.md +2 -2
  3. package/lib/additional.d.ts +2 -1
  4. package/lib/camera-source-map.d.ts +10 -0
  5. package/lib/camera-source-map.js +40 -0
  6. package/lib/camera-source.d.ts +3 -5
  7. package/lib/camera-source.js +8 -15
  8. package/lib/deserializer.d.ts +1 -0
  9. package/lib/deserializer.js +7 -0
  10. package/lib/drawcamera.js +2 -1
  11. package/lib/gen/zappar-client.d.ts +1 -0
  12. package/lib/gen/zappar-client.js +78 -41
  13. package/lib/gen/zappar-cwrap.js +71 -20
  14. package/lib/gen/zappar-native.d.ts +20 -3
  15. package/lib/gen/zappar-native.js +13 -1
  16. package/lib/gen/zappar-server.d.ts +3 -0
  17. package/lib/gen/zappar-server.js +70 -34
  18. package/lib/gen/zappar.d.ts +29 -1
  19. package/lib/gen/zappar.js +5 -3
  20. package/lib/gfx.d.ts +1 -0
  21. package/lib/gfx.js +4 -0
  22. package/lib/gl-state-manager.d.ts +9 -0
  23. package/lib/gl-state-manager.js +35 -0
  24. package/lib/html-element-source.d.ts +7 -22
  25. package/lib/html-element-source.js +30 -289
  26. package/lib/image-process-gl.d.ts +37 -0
  27. package/lib/image-process-gl.js +298 -0
  28. package/lib/imagebitmap-camera-source.d.ts +36 -0
  29. package/lib/imagebitmap-camera-source.js +277 -0
  30. package/lib/imagetracker.d.ts +28 -0
  31. package/lib/imagetracker.js +119 -0
  32. package/lib/index.d.ts +1 -1
  33. package/lib/mstp-camera-source.d.ts +29 -0
  34. package/lib/mstp-camera-source.js +230 -0
  35. package/lib/native.js +129 -6
  36. package/lib/pipeline.d.ts +22 -2
  37. package/lib/pipeline.js +140 -19
  38. package/lib/profile.d.ts +2 -0
  39. package/lib/profile.js +21 -6
  40. package/lib/riff-reader.d.ts +18 -0
  41. package/lib/riff-reader.js +56 -0
  42. package/lib/sequencerecorder.d.ts +83 -0
  43. package/lib/sequencerecorder.js +283 -0
  44. package/lib/sequencesource.d.ts +23 -0
  45. package/lib/sequencesource.js +170 -0
  46. package/lib/serializer.d.ts +1 -0
  47. package/lib/serializer.js +1 -0
  48. package/lib/source.d.ts +10 -3
  49. package/lib/version.d.ts +1 -1
  50. package/lib/version.js +1 -1
  51. package/lib/worker-imagebitmap.d.ts +5 -0
  52. package/lib/worker-imagebitmap.js +63 -0
  53. package/lib/worker-server.js +124 -8
  54. package/lib/workerinterface.d.ts +50 -1
  55. package/lib/zcv.js +121 -197
  56. package/lib/zcv.wasm +0 -0
  57. package/package.json +34 -31
  58. package/umd/e9486c1cdadb21608a4f7e2fa3be9517.wasm +0 -0
  59. package/umd/zappar-cv.js +1 -9
  60. package/umd/zappar-cv.worker.js +1 -1
  61. package/umd/0bdbfe863a384bcd2935e7437d8f1153.wasm +0 -0
@@ -4,9 +4,9 @@ exports.HTMLElementSource = void 0;
4
4
  const pipeline_1 = require("./pipeline");
5
5
  const source_1 = require("./source");
6
6
  const profile_1 = require("./profile");
7
- const shader_1 = require("./shader");
8
7
  const gl_matrix_1 = require("gl-matrix");
9
8
  const loglevel_1 = require("./loglevel");
9
+ const image_process_gl_1 = require("./image-process-gl");
10
10
  let latest = 1;
11
11
  let byId = new Map();
12
12
  class HTMLElementSource extends source_1.Source {
@@ -19,14 +19,10 @@ class HTMLElementSource extends source_1.Source {
19
19
  this._isUserFacing = false;
20
20
  this._cameraToScreenRotation = 0;
21
21
  this._isUploadFrame = true;
22
- this._computedTransformRotation = -1;
23
- this._computedFrontCameraRotation = false;
24
- this._cameraUvTransform = gl_matrix_1.mat4.create();
25
- this._cameraVertexTransform = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
26
- this._framebufferWidth = 0;
27
- this._framebufferHeight = 0;
28
- this._framebufferId = null;
29
- this._renderTexture = null;
22
+ this._cameraToDeviceTransform = gl_matrix_1.mat4.create();
23
+ this._cameraToDeviceTransformUserFacing = gl_matrix_1.mat4.create();
24
+ this._cameraModel = new Float32Array([300, 300, 160, 120, 0, 0]);
25
+ gl_matrix_1.mat4.fromScaling(this._cameraToDeviceTransformUserFacing, [-1, 1, -1]);
30
26
  let video = this._video;
31
27
  if (this._video instanceof HTMLVideoElement) {
32
28
  video.addEventListener("loadedmetadata", () => { this._hadFrames = true; });
@@ -49,12 +45,9 @@ class HTMLElementSource extends source_1.Source {
49
45
  return byId.get(m);
50
46
  }
51
47
  _resetGLContext() {
48
+ var _a, _b;
52
49
  this._currentVideoTexture = undefined;
53
- this._framebufferId = null;
54
- this._renderTexture = null;
55
- this._vertexBuffer = undefined;
56
- this._indexBuffer = undefined;
57
- this._greyscaleShader = undefined;
50
+ (_b = (_a = this._imageProcessor) === null || _a === void 0 ? void 0 : _a.resetGLContext) === null || _b === void 0 ? void 0 : _b.call(_a);
58
51
  }
59
52
  destroy() {
60
53
  let p = pipeline_1.Pipeline.get(this._pipeline);
@@ -95,7 +88,11 @@ class HTMLElementSource extends source_1.Source {
95
88
  if (!this._hadFrames)
96
89
  return;
97
90
  try {
98
- return this._processFrame(gl, this._cameraToScreenRotation, currentlyProcessing);
91
+ let info = this._processFrame(gl, this._cameraToScreenRotation, currentlyProcessing);
92
+ if (info) {
93
+ let token = pipeline.registerToken(info);
94
+ pipeline.sendDataToWorker(info.data || new ArrayBuffer(0), token, info.dataWidth, info.dataHeight, info.userFacing, info.cameraToDevice, info.cameraModel);
95
+ }
99
96
  }
100
97
  catch (ex) {
101
98
  console.log("Unable to process frame");
@@ -106,298 +103,42 @@ class HTMLElementSource extends source_1.Source {
106
103
  let pipeline = pipeline_1.Pipeline.get(this._pipeline);
107
104
  if (!pipeline)
108
105
  return undefined;
106
+ if (!this._imageProcessor)
107
+ this._imageProcessor = new image_process_gl_1.ImageProcessGL(gl);
109
108
  if (this._isUploadFrame) {
110
109
  if (!this._currentVideoTexture) {
111
110
  this._currentVideoTexture = pipeline.getVideoTexture();
112
111
  }
113
- this._uploadFrame(rotation, this._isUserFacing);
112
+ if (!this._currentVideoTexture)
113
+ return undefined;
114
+ this._imageProcessor.uploadFrame(this._currentVideoTexture, this._video, rotation, this._isUserFacing);
114
115
  this._isUploadFrame = !this._isUploadFrame;
115
116
  return undefined;
116
117
  }
117
- if (currentlyProcessing)
118
+ if (currentlyProcessing || !this._currentVideoTexture)
118
119
  return undefined;
119
120
  this._isUploadFrame = !this._isUploadFrame;
120
- return this._readFrame(pipeline, gl);
121
- }
122
- _uploadFrame(rotation, fc) {
123
- if (!this._currentVideoTexture)
124
- return;
125
- let pipeline = pipeline_1.Pipeline.get(this._pipeline);
126
- if (!pipeline)
127
- return;
128
- let gl = pipeline.glContext;
129
- if (!gl)
130
- return;
131
- gl.disable(gl.SCISSOR_TEST);
132
- gl.disable(gl.DEPTH_TEST);
133
- gl.disable(gl.BLEND);
134
- gl.disable(gl.CULL_FACE);
135
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
136
- gl.activeTexture(gl.TEXTURE0);
137
- gl.bindTexture(gl.TEXTURE_2D, this._currentVideoTexture);
138
- const level = 0;
139
- const internalFormat = gl.RGBA;
140
- const srcFormat = gl.RGBA;
141
- const srcType = gl.UNSIGNED_BYTE;
142
- gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, this._video);
143
- let videoWidth = 0;
144
- let videoHeight = 0;
145
- if (this._video instanceof HTMLVideoElement) {
146
- videoWidth = this._video.videoWidth;
147
- videoHeight = this._video.videoHeight;
148
- }
149
- else {
150
- videoWidth = this._video.width;
151
- videoHeight = this._video.height;
152
- }
153
- if (videoHeight > videoWidth)
154
- videoHeight = [videoWidth, videoWidth = videoHeight][0];
155
- this._updateTransforms(rotation, fc);
156
- let framebuffer = this._getFramebuffer(gl, profile_1.profile.dataWidth / 4, profile_1.profile.dataHeight);
157
- let vbo = this._getVertexBuffer(gl);
158
- let ibo = this._getIndexBuffer(gl);
159
- let shader = this._getGreyscaleShader(gl);
160
- // // Rendering to the greyscale conversion buffer - bind the framebuffer
161
- gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
162
- gl.viewport(0, 0, this._framebufferWidth, this._framebufferHeight);
163
- // // We'll be replacing all the content - clear is a good hint for this on mobile
164
- gl.clearColor(0.0, 0.0, 0.0, 1.0);
165
- gl.clear(gl.COLOR_BUFFER_BIT);
166
- // // Set up bindings for vertex attributes
167
- gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
168
- gl.vertexAttribPointer(shader.aVertexPositionLoc, 2, gl.FLOAT, false, 4 * 4, 0);
169
- gl.enableVertexAttribArray(shader.aVertexPositionLoc);
170
- gl.vertexAttribPointer(shader.aTextureCoordLoc, 2, gl.FLOAT, false, 4 * 4, 2 * 4);
171
- gl.enableVertexAttribArray(shader.aTextureCoordLoc);
172
- // Bind the index buffer
173
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
174
- // Tell WebGL to use our program when drawing
175
- gl.useProgram(shader.program);
176
- // Specify greyscale width for the correct offsets, and the uv transform
177
- gl.uniform1f(shader.uTexWidthLoc, profile_1.profile.dataWidth);
178
- gl.uniformMatrix4fv(shader.uUvTransformLoc, false, this._cameraUvTransform);
179
- gl.activeTexture(gl.TEXTURE0);
180
- // Bind the texture to texture unit 0
181
- gl.bindTexture(gl.TEXTURE_2D, this._currentVideoTexture);
182
- // Tell the shader we bound the texture to texture unit 0
183
- gl.uniform1i(shader.uSamplerLoc, 0);
184
- // Do the drawing...
185
- gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
186
- // Disable attribute arrays
187
- gl.disableVertexAttribArray(shader.aVertexPositionLoc);
188
- gl.disableVertexAttribArray(shader.aTextureCoordLoc);
189
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
190
- gl.bindBuffer(gl.ARRAY_BUFFER, null);
191
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
192
- gl.useProgram(null);
193
- gl.bindTexture(gl.TEXTURE_2D, null);
194
- }
195
- _readFrame(p, gl) {
196
- if (!this._currentVideoTexture)
197
- throw new Error("No video texture");
198
- let tex = this._currentVideoTexture;
199
- this._currentVideoTexture = undefined;
200
121
  let greySize = profile_1.profile.dataWidth * profile_1.profile.dataHeight;
201
- let pixels = p.cameraPixelArrays.pop();
122
+ let pixels = pipeline.cameraPixelArrays.pop();
202
123
  while (pixels) {
203
124
  if (pixels.byteLength === greySize)
204
125
  break;
205
- pixels = p.cameraPixelArrays.pop();
126
+ pixels = pipeline.cameraPixelArrays.pop();
206
127
  }
207
128
  if (!pixels) {
208
129
  pixels = new ArrayBuffer(greySize);
209
130
  }
210
- let pixelsView = new Uint8Array(pixels);
211
- let framebuffer = this._getFramebuffer(gl, profile_1.profile.dataWidth / 4, profile_1.profile.dataHeight);
212
- gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
213
- gl.readPixels(0, 0, this._framebufferWidth, this._framebufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixelsView);
214
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
215
- return {
216
- uvTransform: this._cameraUvTransform,
217
- data: pixels,
218
- texture: tex,
219
- dataWidth: profile_1.profile.dataWidth,
220
- dataHeight: profile_1.profile.dataHeight,
221
- userFacing: this._computedFrontCameraRotation
222
- };
223
- }
224
- _updateTransforms(rot, fc) {
225
- if (rot == this._computedTransformRotation && fc == this._computedFrontCameraRotation)
226
- return;
227
- this._computedTransformRotation = rot;
228
- this._computedFrontCameraRotation = fc;
229
- this._cameraUvTransform = this._getCameraUvTransform();
230
- this._cameraVertexTransform = this._getCameraVertexTransform();
231
- }
232
- _getCameraUvTransform() {
233
- switch (this._computedTransformRotation) {
234
- case 270: return new Float32Array([0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1]);
235
- case 180: return new Float32Array([-1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1]);
236
- case 90: return new Float32Array([0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1]);
237
- }
238
- return new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
239
- }
240
- _getCameraVertexTransform() {
241
- let identity = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
242
- if (!this._computedFrontCameraRotation)
243
- return identity;
244
- // It's a little odd there's only one special case here.
245
- // This is because the camera rotation should really depend on
246
- // isFrontCamera as well; we should aim to rotate the camera to
247
- // process it in sensor-native orientation and then rotate and
248
- // flip for rendering based on the screen orientation.
249
- // For now I've kept with the rotation values calculated for the
250
- // rear camera and correct the rendering of the front camera here
251
- // for all rotations (tested on iPad which allows inverse
252
- // portrait).
253
- // TODO: Figure this out correctly. Probably need to do this to
254
- // correctly use accelerometer / gyro data alongside vision data
255
- // regardless of orientation
256
- switch (this._computedTransformRotation) {
257
- case 0:
258
- case 90:
259
- case 180:
260
- identity[0] = -1;
261
- break;
262
- case 270:
263
- identity[5] = -1;
264
- break;
265
- }
266
- return identity;
267
- }
268
- _getFramebuffer(gl, fbWidth, fbHeight) {
269
- if (this._framebufferWidth === fbWidth && this._framebufferHeight === fbHeight && this._framebufferId)
270
- return this._framebufferId;
271
- if (this._framebufferId) {
272
- gl.deleteFramebuffer(this._framebufferId);
273
- this._framebufferId = null;
274
- }
275
- if (this._renderTexture) {
276
- gl.deleteTexture(this._renderTexture);
277
- this._renderTexture = null;
278
- }
279
- this._framebufferId = gl.createFramebuffer();
280
- if (!this._framebufferId)
281
- throw new Error("Unable to create framebuffer");
282
- gl.bindFramebuffer(gl.FRAMEBUFFER, this._framebufferId);
283
- this._renderTexture = gl.createTexture();
284
- if (!this._renderTexture)
285
- throw new Error("Unable to create render texture");
286
- gl.activeTexture(gl.TEXTURE0);
287
- gl.bindTexture(gl.TEXTURE_2D, this._renderTexture);
288
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, fbWidth, fbHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
289
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
290
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
291
- gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
292
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._renderTexture, 0);
293
- let fbStatus = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
294
- if (fbStatus !== gl.FRAMEBUFFER_COMPLETE)
295
- throw new Error("Framebuffer not complete: " + fbStatus.toString());
296
- this._framebufferWidth = fbWidth;
297
- this._framebufferHeight = fbHeight;
298
- gl.bindTexture(gl.TEXTURE_2D, null);
299
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
300
- return this._framebufferId;
301
- }
302
- _getVertexBuffer(gl) {
303
- if (this._vertexBuffer)
304
- return this._vertexBuffer;
305
- this._vertexBuffer = gl.createBuffer();
306
- if (!this._vertexBuffer)
307
- throw new Error("Unable to create vertex buffer");
308
- gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
309
- let buffer = new Float32Array([-1.0, -1.0, 0.0, 0.0,
310
- -1.0, 1.0, 0.0, 1.0,
311
- 1.0, 1.0, 1.0, 1.0,
312
- 1.0, -1.0, 1.0, 0.0]);
313
- gl.bufferData(gl.ARRAY_BUFFER, buffer, gl.STATIC_DRAW);
314
- return this._vertexBuffer;
315
- }
316
- _getIndexBuffer(gl) {
317
- if (this._indexBuffer)
318
- return this._indexBuffer;
319
- this._indexBuffer = gl.createBuffer();
320
- if (!this._indexBuffer)
321
- throw new Error("Unable to create index buffer");
322
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
323
- let buffer = new Uint16Array([0, 1, 2, 0, 2, 3]);
324
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, buffer, gl.STATIC_DRAW);
325
- return this._indexBuffer;
131
+ let tex = this._currentVideoTexture;
132
+ this._currentVideoTexture = undefined;
133
+ let focalLength = 300.0 * profile_1.profile.dataWidth / 320.0;
134
+ this._cameraModel[0] = focalLength;
135
+ this._cameraModel[1] = focalLength;
136
+ this._cameraModel[2] = profile_1.profile.dataWidth * 0.5;
137
+ this._cameraModel[3] = profile_1.profile.dataHeight * 0.5;
138
+ return Object.assign(Object.assign({}, this._imageProcessor.readFrame(tex, pixels)), { cameraModel: this._cameraModel, cameraSource: this, cameraToDevice: this._isUserFacing ? this._cameraToDeviceTransformUserFacing : this._cameraToDeviceTransform });
326
139
  }
327
- _getGreyscaleShader(gl) {
328
- if (this._greyscaleShader)
329
- return this._greyscaleShader;
330
- let prog = gl.createProgram();
331
- if (!prog)
332
- throw new Error("Unable to create program");
333
- let vertexShader = shader_1.compileShader(gl, gl.VERTEX_SHADER, greyscaleVsSource);
334
- let fragmentShader = shader_1.compileShader(gl, gl.FRAGMENT_SHADER, greyscaleFsSource);
335
- gl.attachShader(prog, vertexShader);
336
- gl.attachShader(prog, fragmentShader);
337
- shader_1.linkProgram(gl, prog);
338
- let uTexWidthLoc = gl.getUniformLocation(prog, "uTexWidth");
339
- if (!uTexWidthLoc)
340
- throw new Error("Unable to get uniform location uTexWidth");
341
- let uUvTransformLoc = gl.getUniformLocation(prog, "uUvTransform");
342
- if (!uUvTransformLoc)
343
- throw new Error("Unable to get uniform location uUvTransform");
344
- let uSamplerLoc = gl.getUniformLocation(prog, "uSampler");
345
- if (!uSamplerLoc)
346
- throw new Error("Unable to get uniform location uSampler");
347
- this._greyscaleShader = {
348
- program: prog,
349
- aVertexPositionLoc: gl.getAttribLocation(prog, "aVertexPosition"),
350
- aTextureCoordLoc: gl.getAttribLocation(prog, "aTextureCoord"),
351
- uTexWidthLoc: uTexWidthLoc,
352
- uUvTransformLoc: uUvTransformLoc,
353
- uSamplerLoc: uSamplerLoc
354
- };
355
- return this._greyscaleShader;
140
+ uploadGL() {
141
+ // No-op as already uploaded
356
142
  }
357
143
  }
358
144
  exports.HTMLElementSource = HTMLElementSource;
359
- let greyscaleVsSource = `
360
- attribute vec4 aVertexPosition;
361
- attribute vec2 aTextureCoord;
362
-
363
- varying highp vec2 vTextureCoord1;
364
- varying highp vec2 vTextureCoord2;
365
- varying highp vec2 vTextureCoord3;
366
- varying highp vec2 vTextureCoord4;
367
-
368
- uniform float uTexWidth;
369
- uniform mat4 uUvTransform;
370
-
371
- void main(void) {
372
- highp vec2 offset1 = vec2(1.5 / uTexWidth, 0);
373
- highp vec2 offset2 = vec2(0.5 / uTexWidth, 0);
374
-
375
- gl_Position = aVertexPosition;
376
- vTextureCoord1 = (uUvTransform * vec4(aTextureCoord - offset1, 0, 1)).xy;
377
- vTextureCoord2 = (uUvTransform * vec4(aTextureCoord - offset2, 0, 1)).xy;
378
- vTextureCoord3 = (uUvTransform * vec4(aTextureCoord + offset2, 0, 1)).xy;
379
- vTextureCoord4 = (uUvTransform * vec4(aTextureCoord + offset1, 0, 1)).xy;
380
- }
381
- `;
382
- // Fragment shader program
383
- let greyscaleFsSource = `
384
- varying highp vec2 vTextureCoord1;
385
- varying highp vec2 vTextureCoord2;
386
- varying highp vec2 vTextureCoord3;
387
- varying highp vec2 vTextureCoord4;
388
-
389
- uniform sampler2D uSampler;
390
-
391
- const lowp vec3 colorWeights = vec3(77.0 / 256.0, 150.0 / 256.0, 29.0 / 256.0);
392
-
393
- void main(void) {
394
- lowp vec4 outpx;
395
-
396
- outpx.r = dot(colorWeights, texture2D(uSampler, vTextureCoord1).xyz);
397
- outpx.g = dot(colorWeights, texture2D(uSampler, vTextureCoord2).xyz);
398
- outpx.b = dot(colorWeights, texture2D(uSampler, vTextureCoord3).xyz);
399
- outpx.a = dot(colorWeights, texture2D(uSampler, vTextureCoord4).xyz);
400
-
401
- gl_FragColor = outpx;
402
- }
403
- `;
@@ -0,0 +1,37 @@
1
+ export interface ProcessedFrame {
2
+ data?: ArrayBuffer;
3
+ texture: WebGLTexture | undefined;
4
+ dataWidth: number;
5
+ dataHeight: number;
6
+ uvTransform?: Float32Array;
7
+ userFacing: boolean;
8
+ }
9
+ export declare class ImageProcessGL {
10
+ private _gl;
11
+ protected _isPaused: boolean;
12
+ protected _hadFrames: boolean;
13
+ protected _isUserFacing: boolean;
14
+ protected _cameraToScreenRotation: number;
15
+ private _isUploadFrame;
16
+ private _computedTransformRotation;
17
+ private _computedFrontCameraRotation;
18
+ private _cameraUvTransform;
19
+ private _framebufferWidth;
20
+ private _framebufferHeight;
21
+ private _framebufferId;
22
+ private _renderTexture;
23
+ private _vertexBuffer;
24
+ private _indexBuffer;
25
+ private _greyscaleShader;
26
+ constructor(_gl: WebGLRenderingContext);
27
+ resetGLContext(): void;
28
+ destroy(): void;
29
+ uploadFrame(texture: WebGLTexture, img: HTMLVideoElement | HTMLImageElement | ImageBitmap, rotation: number, fc: boolean): void;
30
+ readFrame(texture: WebGLTexture, pixels: ArrayBuffer): ProcessedFrame;
31
+ private _updateTransforms;
32
+ private _getCameraUvTransform;
33
+ private _getFramebuffer;
34
+ private _getVertexBuffer;
35
+ private _getIndexBuffer;
36
+ private _getGreyscaleShader;
37
+ }