1 | <!DOCTYPE html>
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2 | <!--AUTOGENERATED FILE - DO NOT EDIT - SEE Makefile-->
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3 | <html><head><meta charset="UTF-8"/><title>WebGL OES_EGL_image_external Extension Specification</title><link rel="alternate" type="text/xml" href="extension.xml"/><link rel="stylesheet" type="text/css" href="http://www.khronos.org/registry/webgl/resources/Khronos-Final.css"/></head><body><!--begin-logo--><div class="left"><a href="http://webgl.org/"><img alt="WebGL" height="72" src="http://www.khronos.org/registry/webgl/resources/WebGL-Logo.png" width="156"/></a></div><div class="right"><a href="http://khronos.org/"><img alt="Khronos" height="60" src="http://www.khronos.org/registry/webgl/resources/KhronosGroup-3D.png" width="220"/></a></div><div style="clear: both;"> </div><br/><!--end-logo--><h1>WebGL OES_EGL_image_external Extension Specification</h1><h2 class="no-toc">Name</h2><p>OES_EGL_image_external</p><h2 class="no-toc">Contact</h2><p> <a href="https://www.khronos.org/webgl/public-mailing-list/">WebGL
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4 | working group</a> (public_webgl 'at' khronos.org) </p><h2 class="no-toc">Contributors</h2><p>Byungseon Shin(sun.shin@lge.com), LG Electronics</p><p>Andrey Volykhin(andrey.volykhin@lge.com), LG Electronics</p><h2 class="no-toc">Version</h2><p> Last modified date: October 11, 2016<br/>
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5 | Revision: 3</p><h2 class="no-toc">Number</h2><p> WebGL extension #k </p><h2 class="no-toc">Dependencies</h2>
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6 | <p> Written against the <a href="http://www.khronos.org/registry/webgl/specs/1.0/">WebGL API 1.0</a> specification. </p>
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7 | <h2 class="no-toc">Overview</h2>
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8 | <!-- use mirrors if this extension wraps another -->
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9 |
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10 | <p> This extension exposes the
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11 | <a href="https://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt">OES_EGL_image_external</a> functionality to WebGL.
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12 | </p><p>The following WebGL-specific behavioral changes apply:</p><ul><li>Defines a new texture target <code>TEXTURE_EXTERNAL_OES</code>.</li><li>Provides a mechanism for binding <code>HTMLVideoElement</code>'s EGLImage to external texture targets.</li></ul><p>
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13 | Consult the above extension for documentation, issues and new functions and enumerants.
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14 | </p>
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15 |
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16 | <p> When this extension is enabled: </p><ul><li>Add support for <code>OES_EGL_image_external</code> texture
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17 | binding of HTMLVideoElement.</li><li>When a <em>fragment</em> shader enables, requires, or warns <code>OES_EGL_image_external</code> with an <code>#extension</code> directive:<ul><li><code>samplerExternalOES</code> is a built-in type.
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18 | </li><li><code>vec4 texture2D(samplerExternalOES sampler, vec2 coord)</code> is a built-in
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19 | function.
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20 | </li></ul></li><li>
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21 | The GLSL macro <code>OES_EGL_image_external</code>
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22 | is defined as <code>1</code>.
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23 | </li></ul>
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24 | <h2 class="no-toc">IDL</h2><pre class="idl">
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25 | [NoInterfaceObject]
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26 | interface OESEGLImageExternal {
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27 | const GLenum TEXTURE_EXTERNAL_OES = 0x8D65;
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28 | const GLenum SAMPLER_EXTERNAL_OES = 0x8D66;
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29 | const GLenum TEXTURE_BINDING_EXTERNAL_OES = 0x8D67;
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30 | const GLenum REQUIRED_TEXTURE_IMAGE_UNITS_OES = 0x8D68;
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31 |
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32 | [RaisesException] void EGLImageTargetTexture2DOES(
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33 | GLenum target, HTMLVideoElement video);
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34 | };
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35 | </pre><h2 class="no-toc">Sample Code</h2>
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36 |
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37 | <p> This a fragment shader that samples a video texture.</p>
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38 | <pre>
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39 | #extension GL_OES_EGL_image_external : require
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40 | precision mediump float;
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41 | varying vec2 v_texCoord;
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42 |
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43 | //uniform sampler2D uSampler;
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44 | uniform samplerExternalOES uSampler;
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45 |
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46 | void main(void) {
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47 | gl_FragColor = texture2D(uSampler, v_texCoord);
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48 | }
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49 | </pre>
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50 |
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51 | <p> This shows application that renders video using proposed extension. </p>
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52 | <pre>
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53 | var videoElement = document.getElementById("video");
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54 | var videoTexture = gl.createTexture();
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55 |
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56 | function update() {
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57 | var ext = gl.getExtension('OES_EGL_image_external');
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58 | if(ext !=== null){
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59 | gl.bindTexture(ext.TEXTURE_EXTERNAL_OES, videoTexture);
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60 | ext.EGLImageTargetTexture2DOES(ext.TEXTURE_EXTERNAL_OES, videoElement);
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61 | gl.bindTexture(ext.TEXTURE_EXTERNAL_OES, null);
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62 | }
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63 | }
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64 |
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65 | function render() {
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66 | gl.clearColor(0.0, 0.0, 1.0, 1.0);
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67 | gl.clear(gl.COLOR_BUFFER_BIT);
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68 |
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69 | gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesBuffer);
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70 | gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
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71 |
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72 | gl.activeTexture(gl.TEXTURE0);
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73 | gl.bindTexture(ext.TEXTURE_EXTERNAL_OES, videoTexture);
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74 | gl.uniform1i(gl.getUniformLocation(shaderProgram, "uSampler"), 0);
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75 |
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76 | gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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77 | }
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78 | </pre>
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79 |
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80 | <p> Application renders each video frames into WebGL canvas based on game-loop pattern. </p>
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81 | <pre>
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82 | update();
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83 |
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84 | while (true) {
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85 | processInput();
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86 | render();
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87 | }
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88 | </pre>
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89 |
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90 | <h2 class="no-toc">Conformance Tests</h2><h2 class="no-toc">Issues</h2><h2 class="no-toc">Revision History</h2><p>Revision 1, 2016/10/11</p><ul><li>Initial revision.</li></ul><p>Revision 2, 2016/10/11</p><ul><li>Refine sample code.</li></ul><p>Revision 3, 2016/10/11</p><ul><li>Remove comment on WebGL API 2.0 dependency</li><li>Refine sample code as an implicit texture updating mode</li></ul></body></html>
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