我正在尝试将视频加载到纹理的webgl实现中。该实现适用于Firefox,但我得到一个铬错误,没有纹理:
INVALID_VALUE: texImage2D: no video
当我查看netowrk请求时,它会显示视频已在Chrome中取消。
时,我发现视频在HTML元素中正常播放video = document.getElementById('video');
在JS中被禁用。但是,Chrome中的视频中有音频输入。 有什么想法吗?
init()和draw()是在JS的下半部分附近发生的一切。
HTML:
<html>
<head>
<script type="text/javascript" src="webgl-utils.js"></script>
<script type="text/javascript" src="webgl-debug.js"></script>
<script type="text/javascript" src="cuon-utils.js"></script>
<script type="text/javascript" src="cuon-matrix.js"></script>
<script type="text/javascript" src="prog5.js"></script>
<script type="text/javascript" src="chest.js"></script>
<script type="text/javascript" src="cube.js"></script>
</head>
<body onload="init()">
<script id="vertexShader" type="x-shader/x-vertex">
precision mediump float;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec4 lightPosition;
attribute vec4 vertexPosition;
attribute vec3 vertexNormal;
attribute vec2 vertexTexCoord;
varying vec3 fragmentNormal;
varying vec3 fragmentLight;
varying vec3 fragmentView;
varying vec4 fragmentPosition;
varying vec2 fragmentTexCoord;
void main() {
mat4 modelViewMatrix = viewMatrix * modelMatrix;
vec4 p = modelViewMatrix * vertexPosition;
vec4 q = viewMatrix * lightPosition;
fragmentPosition = vertexPosition;
fragmentNormal = normalize(mat3(modelViewMatrix) * vertexNormal);
fragmentLight = normalize(vec3(q - p));
fragmentView = normalize(vec3(-p));
fragmentTexCoord = vertexTexCoord;
gl_Position = projectionMatrix * modelViewMatrix * vertexPosition;
}
</script>
<script id="lightingFragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 fragmentNormal;
varying vec3 fragmentLight;
varying vec3 fragmentView;
varying vec4 fragmentPosition;
varying vec2 fragmentTexCoord;
uniform sampler2D modelTexture;
uniform vec3 modelColor;
uniform vec3 lightColor;
void main() {
vec3 n = normalize(fragmentNormal);
vec3 l = normalize(fragmentLight);
vec3 v = normalize(fragmentView);
vec3 h = normalize(l + v);
vec4 modelColor = texture2D(modelTexture, fragmentTexCoord);
float d = max(dot(l,n) , 0.0);
float s = pow(max(dot(h, n), 0.0), 10.0);
vec3 fragmentColor = vec3(modelColor) * lightColor * d + lightColor * s;
gl_FragColor = vec4(fragmentColor, 1.0);
}
</script>
<center>
<canvas id="webgl" width="500px" height="500px">
This content requires <a href="http://get.webgl.org/">WebGL</a>
</canvas>
<font face ="Arial">
<br>
Light Source Position
<br>
X-AXIS<input id="x-light" type="range" min="-5.0" max="5.0" value="0" step="0.1" oninput="refresh()">
<br>
Y-AXIS <input id="y-light" type="range" min="-5.0" max="5.0" value="0" step="0.1" oninput="refresh()">
<br>
Z-AXIS<input id="z-light" type="range" min="-5.0" max="5.0" value="0" step="0.1" oninput="refresh()">
</font>
</center>
<video id="video" src="Firefox.ogv" autoplay style="display:none;">
Your browser doesn't appear to support the <code><video></code> element.
</video>
</body>
</html>
JS:
var gl;
var canvas;
var dragging = false;
var texShader;
var chestModel;
var xValue = 0;
var yValue = 0;
var zValue = 0;
var modelRotationX = 0;
var modelRotationY = 0;
var lastClientX;
var lastClientY;
var copyVideo;
var video;
var modelTexture;
//refresh function used to request animation frame after moving slider in HTML
function refresh(){
xValue = document.getElementById("x-light").value;
yValue = document.getElementById("y-light").value;
zValue = document.getElementById("z-light").value;
requestAnimationFrame(draw);
}
//define 'flatten' function to flatten tables to single array
function flatten(a) {
return a.reduce(function (b, v) { b.push.apply(b, v); return b }, [])
}
//create tumble interaction functions to click and drag cube
function onmousedown(event){
dragging = true;
lastClientX = event.clientX;
lastClientY = event.clientY;
}
function onmouseup(event){
dragging = false;
}
/*using clientX and clientY derived from click event, use to create modelX and Y
rotation before passing to model matrices rotation transformations*/
function onmousemove(event){
//console.log(event.clientX, event.clientY);
if (dragging){
var dX = event.clientX - lastClientX;
var dY = event.clientY - lastClientY;
modelRotationY = modelRotationY + dX;
modelRotationX = modelRotationX + dY;
if (modelRotationX > 90.0){
modelRotationX = 90.0;
}
if (modelRotationX < -90.0){
modelRotationX = -90.0;
}
requestAnimationFrame(draw);
}
lastClientX = event.clientX;
lastClientY = event.clientY;
}
function startVideo() {
video.play();
intervalID = setInterval(draw, 15);
}
function videoDone() {
clearInterval(intervalID);
}
//define Shader object constructor function
function Shader(vertexId, fragmentId){
this.program = createProgram(gl, document.getElementById( vertexId).text,
document.getElementById(fragmentId).text);
this.modelMatrixLocation = gl.getUniformLocation(this.program, 'modelMatrix');
this.viewMatrixLocation = gl.getUniformLocation(this.program, 'viewMatrix');
this.projectionMatrixLocation = gl.getUniformLocation(this.program, 'projectionMatrix');
this.vertexPositionLocation = gl.getAttribLocation(this.program, 'vertexPosition');
this.lightPositionLocation = gl.getUniformLocation(this.program, 'lightPosition');
this.modelColorLocation = gl.getUniformLocation(this.program, 'modelColor');
this.lightColorLocation = gl.getUniformLocation(this.program, 'lightColor');
this.vertexNormalLocation = gl.getAttribLocation(this.program, 'vertexNormal');
this.vertexTexCoordLocation = gl.getAttribLocation(this.program, 'vertexTexCoord');
gl.enableVertexAttribArray(this.vertexPositionLocation);
gl.enableVertexAttribArray(this.vertexNormalLocation);
gl.enableVertexAttribArray(this.vertexTexCoordLocation);
}
//define use() method for Shader objects
Shader.prototype.use = function(projectionMatrix, modelMatrix, viewMatrix){
gl.useProgram(this.program);
gl.uniformMatrix4fv(this.modelMatrixLocation, false, modelMatrix.elements);
gl.uniformMatrix4fv(this.viewMatrixLocation, false, viewMatrix.elements);
gl.uniformMatrix4fv(this.projectionMatrixLocation, false, projectionMatrix.elements);
gl.uniform4f(this.lightPositionLocation, xValue, yValue, zValue, 0.0);
gl.uniform3f(this.modelColorLocation, 0.6, 0.3, 0.2);
gl.uniform3f(this.lightColorLocation, 1.0, 1.0, 1.0);
}
//define Model object constructor function
function Model(positions, triangles, normals, texCoords){
//initialize buffer objects
this.positionBuffer = gl.createBuffer();
this.triangleBuffer = gl.createBuffer();
this.normalsBuffer = gl.createBuffer();
this.texCoordBuffer = gl.createBuffer();
//copy vertex data from array in CPU onto GPU
this.positionArray = new Float32Array(flatten(positions));
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.positionArray, gl.STATIC_DRAW);
//copy triangle data from array in CPU onto GPU
this.triangleArray = new Uint16Array(flatten(triangles));
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangleBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.triangleArray, gl.STATIC_DRAW);
this.normalsArray = new Float32Array(flatten(normals));
gl.bindBuffer(gl.ARRAY_BUFFER, this.normalsBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.normalsArray, gl.STATIC_DRAW);
this.textCoordArray = new Float32Array(flatten(texCoords));
gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.textCoordArray, gl.STATIC_DRAW);
}
//define draw() method for Model objects to bind barray buffers
Model.prototype.draw = function(shader){
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
gl.vertexAttribPointer(shader.vertexPositionLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.normalsBuffer);
gl.vertexAttribPointer(shader.vertexNormalLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);
gl.vertexAttribPointer(shader.vertexTexCoordLocation, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangleBuffer);
gl.drawElements(gl.TRIANGLES, this.triangleArray.length, gl.UNSIGNED_SHORT, 0);
}
//initizlize texture object
function loadTexture(image, texture){
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
requestAnimationFrame(draw);
}
function init(){
//initialize GL context
canvas = document.getElementById('webgl');
gl = getWebGLContext(canvas, false);
canvas.onmousedown = onmousedown;
canvas.onmouseup = onmouseup;
canvas.onmousemove = onmousemove;
//instantiate shader objects for each defined shader
texShader = new Shader('vertexShader', 'lightingFragmentShader');
//instantiate model objects for each model
chestModel = new Model(chest.positions, chest.triangles, chest.normals, chest.texCoords);
modelTexture = gl.createTexture();
video = document.getElementById('video');
/*
video.onload = function() {
loadTexture(video, modelTexture);
}
*/
video.addEventListener("canplaythrough", startVideo, true);
video.addEventListener("ended", videoDone, true);
loadTexture(video, modelTexture);
video.src = 'Firefox.ogv';
video.crossOrigin = "anonymous";
video.preload = "auto";
//video.load();
// video.play();
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.enable(gl.DEPTH_TEST);
//request animation frame
requestAnimationFrame(draw);
}
function draw(){
updateTexture();
//compose matrices for transformations
var viewMatrix = new Matrix4();
var projectionMatrix = new Matrix4();
viewMatrix.translate(0.0, 0.0, -1.8);
projectionMatrix.perspective(90, 1, 1, 10);
//set color and refresh rendering for canvas
gl.clearColor(0.5, 0.5, 0.5, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
/*instantiate model matrices for each respective model
and draw models with applied shader*/
var chestModelMatrix = new Matrix4();
chestModelMatrix.rotate(modelRotationX, 1, 0, 0 );
chestModelMatrix.rotate(modelRotationY, 0, 1, 0 );
chestModelMatrix.translate(0.0, 0.0, 0.0, 0.0 );
//set uniform locations and apply shader to designated model
texShader.use(projectionMatrix, chestModelMatrix, viewMatrix);
chestModel.draw(texShader);
}
function updateTexture() {
gl.bindTexture(gl.TEXTURE_2D, modelTexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video);
}
我可以在此处找到一些其他来源,例如Firefox.ogv和胸部模型:
https://github.com/TacoB0t/CSC43/tree/prog/prog5
我很好奇是否与我的元素有关:
<video id="video" src="Firefox.ogv" autoplay style="display:none;">
Your browser doesn't appear to support the <code><video></code> element.
</video>
我也在我的JS中设置以下内容:
video = document.getElementById('video');
video.src = 'Firefox.ogv';
答案 0 :(得分:2)
您最有可能获取网络请求已取消的消息,因为您正在加载2个视频。第一个视频在您的视频代码中以HTML格式指定
<video id="video" src="Firefox.ogv" ...
所以Chrome开始下载该视频
然后在JavaScript中使用此行替换
video.src = 'Firefox.ogv';
因此,chrome取消原始请求并开始通过JavaScript下载视频集。