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Remove subframe logic, instead use ffmpeg to blur frames afterwards

master
Aleksey Olokhtonov 1 day ago
parent
commit
d6f2fc5548
  1. 83
      client/webgl_listeners.js

83
client/webgl_listeners.js

@ -62,25 +62,10 @@ function debug_panel_init(state, context) { @@ -62,25 +62,10 @@ function debug_panel_init(state, context) {
const render_framerate = 240;
const render_frames = 720;
const render_output_framerate = 60;
const start_movement_frame = 240;
const start_movement2_frame = 480;
let updated_zoom = false;
if (render_framerate % render_output_framerate !== 0) {
console.error('Render framerate MUST be divisible by output framerate');
return;
}
const render_ratio = render_framerate / render_output_framerate;
if (render_frames % render_ratio !== 0) {
console.error('Render frames MUST be divisible render ratio');
return;
}
const render_output_frames = render_frames / render_ratio;
const encoder_config = {
codec: "vp8",
width: canvas.width,
@ -88,7 +73,7 @@ function debug_panel_init(state, context) { @@ -88,7 +73,7 @@ function debug_panel_init(state, context) {
displayWidth: canvas.width,
displayHeight: canvas.height,
bitrate: 100_000_000,
framerate: render_output_framerate,
framerate: render_framerate,
};
const { supported } = await VideoEncoder.isConfigSupported(encoder_config);
@ -103,53 +88,31 @@ function debug_panel_init(state, context) { @@ -103,53 +88,31 @@ function debug_panel_init(state, context) {
state.canvas.zoom_level = zoom_level;
state.canvas.target_zoom = Math.pow(1.0 + dz, Math.abs(zoom_level))
const dst = new Uint8Array(canvas.width * canvas.height * 4);
const accum = new Uint16Array(canvas.width * canvas.height * 4); // double the size to fit many samples
const accum_final = new Uint8Array(canvas.width * canvas.height * 4);
for (let i = 0; i < render_output_frames; ++i) {
const time_now = i / render_output_framerate;
for (let i = 0; i < render_frames; ++i) {
const time_now = i / render_framerate;
accum.fill(0);
for (let subframe = 0; subframe < render_ratio; ++subframe) {
await draw(state, context, i > 0 || subframe > 0, (time_now + (subframe / render_ratio) / render_output_framerate) * 1000, true);
context.gl.readPixels(0, 0, canvas.width, canvas.height, context.gl.RGBA, context.gl.UNSIGNED_BYTE, dst);
for (let j = 0; j < dst.byteLength; ++j) {
accum[j] += dst[j];
}
if (start_movement_frame <= i * render_ratio && i * render_ratio < start_movement2_frame) {
state.canvas.offset.x += (1000 - state.canvas.offset.x) * 0.05;
state.canvas.offset.y += (1000 - state.canvas.offset.y) * 0.05;
}
await draw(state, context, i > 0, time_now * 1000, true);
const frame = new VideoFrame(canvas, { timestamp: time_now });
encoder.encode(frame, {keyFrame: true});
frame.close();
await encoder.flush();
if (i * render_ratio > start_movement2_frame) {
if (!updated_zoom) {
zoom_level = -25;
const dz = (zoom_level > 0 ? config.zoom_delta : -config.zoom_delta);
state.canvas.zoom_level = zoom_level;
state.canvas.target_zoom = Math.pow(1.0 + dz, Math.abs(zoom_level))
updated_zoom = true;
}
//state.canvas.offset.x += (3500 - state.canvas.offset.x) * 0.05;
//state.canvas.offset.y += (5000 - state.canvas.offset.y) * 0.05;
}
if (start_movement_frame <= i && i < start_movement2_frame) {
state.canvas.offset.x += (1000 - state.canvas.offset.x) * 0.05;
state.canvas.offset.y += (1000 - state.canvas.offset.y) * 0.05;
}
for (let y = 0; y < canvas.height; ++y) {
for (let x = 0; x < canvas.width; ++x) {
for (let c = 0; c < 4; ++c) {
accum_final[(canvas.height - 1 - y) * canvas.width * 4 + x * 4 + c] = Math.round(accum[y * canvas.width * 4 + x * 4 + c] / render_ratio);
}
if (i > start_movement2_frame) {
if (!updated_zoom) {
zoom_level = -25;
const dz = (zoom_level > 0 ? config.zoom_delta : -config.zoom_delta);
state.canvas.zoom_level = zoom_level;
state.canvas.target_zoom = Math.pow(1.0 + dz, Math.abs(zoom_level))
updated_zoom = true;
}
//state.canvas.offset.x += (3500 - state.canvas.offset.x) * 0.05;
//state.canvas.offset.y += (5000 - state.canvas.offset.y) * 0.05;
}
const frame = new VideoFrame(accum_final, { timestamp: time_now, codedWidth: canvas.width, codedHeight: canvas.height, format: 'RGBA'});
encoder.encode(frame, {keyFrame: true});
frame.close();
await encoder.flush();
}
const data = new Uint8Array(32 + render_frames * 12 + total_chunk_bytes);
@ -171,14 +134,14 @@ function debug_panel_init(state, context) { @@ -171,14 +134,14 @@ function debug_panel_init(state, context) {
data[14] = encoder_config.height & 0xFF;
data[15] = (encoder_config.height >> 8) & 0xFF;
data[16] = render_output_framerate; // timebase denom
data[16] = render_framerate; // timebase denom
data[20] = 1; // timebase numenator..?
data[24] = render_output_frames; // frame count
data[24] = render_frames; // frame count
let offset = 32;
for (let i = 0; i < render_output_frames; ++i) {
for (let i = 0; i < render_frames; ++i) {
const chunk = encoded_chunks[i];
// frame header
// frame length

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