Reputation: 10197
Is it possible to use videos as texture for webGL in Safari (I'm not even talking iOS Safari)?? I could not make it work. Here is the most simple code I could come up with to reproduce: https://jsfiddle.net/bmkb6r9h/3/ and it doesn't work here either.
It fails as soon as the video source is coming from another domain or subdomain with SecurityError: DOM Exception 18: An attempt was made to break through the security policy of the user agent
when attaching the video texture with texImage2D
.
Here is my code (sorry it's a bit long, but it's how webGL goes) Also happy to get comment on how to improve the webGL. I've taken code from https://github.com/hawksley/eleVR-Web-Player that is a great intro to 360 video player.
// get DOM elements
videoContainer = document.getElementById('video-container');
video = document.getElementById('video');
canvas = document.getElementById('glcanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// load the video, and play on ready
video.load();
video.oncanplaythrough = function() {
video.play();
drawScene();
};
gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
// create and attach the shader program to the webGL context
var attributes, uniforms, program;
var attachShader = function(params) {
// compile the shaders from the shaders scripts
var getShaderByName = function(id) {
var shaderScript = document.getElementById(id);
var theSource = "";
var currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType === 3) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
var result;
if (shaderScript.type === "x-shader/x-fragment") {
result = gl.createShader(gl.FRAGMENT_SHADER);
} else {
result = gl.createShader(gl.VERTEX_SHADER);
}
gl.shaderSource(result, theSource);
gl.compileShader(result);
if (!gl.getShaderParameter(result, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(result));
return null;
}
return result;
};
fragmentShader = getShaderByName(params.fragmentShaderName);
vertexShader = getShaderByName(params.vertexShaderName);
program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program: " + gl.getProgramInfoLog(program));
}
gl.useProgram(program);
// get the location of attributes and uniforms
attributes = {};
for (var i = 0; i < params.attributes.length; i++) {
var attributeName = params.attributes[i];
attributes[attributeName] = gl.getAttribLocation(program, attributeName);
gl.enableVertexAttribArray(attributes[attributeName]);
}
uniforms = {};
for (i = 0; i < params.uniforms.length; i++) {
var uniformName = params.uniforms[i];
uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
gl.enableVertexAttribArray(attributes[uniformName]);
}
};
attachShader({
fragmentShaderName: 'shader-fs',
vertexShaderName: 'shader-vs',
attributes: ['aVertexPosition'],
uniforms: ['uSampler'],
});
// some webGL initialization
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clearDepth(1.0);
gl.disable(gl.DEPTH_TEST);
positionsBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionsBuffer);
var positions = [
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0,
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
verticesIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, verticesIndexBuffer);
var vertexIndices = [
0, 1, 2, 0, 2, 3,
];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array(vertexIndices), gl.STATIC_DRAW);
texture = gl.createTexture();
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);
gl.bindTexture(gl.TEXTURE_2D, null);
// update the texture from the video
updateTexture = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// the next line fails in Safari if the video is coming from another domain or subdomain
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB,
gl.UNSIGNED_BYTE, video);
gl.bindTexture(gl.TEXTURE_2D, null);
};
// draw stuff in the canvas
drawScene = function() {
updateTexture();
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, positionsBuffer);
gl.vertexAttribPointer(attributes['aVertexPosition'], 2, gl.FLOAT, false, 0, 0);
// Specify the texture to map onto the faces.
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(uniforms['uSampler'], 0);
// Draw
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, verticesIndexBuffer);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
// keep looping
requestAnimationFrame(drawScene);
};
<!-- Fragmend shader program -->
<script id="shader-fs" type="x-shader/x-fragment">
varying mediump vec2 vDirection;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vDirection.x * 0.5 + 0.5, vDirection.y * 0.5 + 0.5));
}
</script>
<!-- Vertex shader program -->
<script id="shader-vs" type="x-shader/x-vertex">
attribute mediump vec2 aVertexPosition;
varying mediump vec2 vDirection;
void main(void) {
gl_Position = vec4(aVertexPosition, 1.0, 1.0) * 2.0;
vDirection = aVertexPosition;
}
</script>
<div id="video-container" style="width: 100vw; height: 100vh;">
<canvas id="glcanvas"></canvas>
<video preload="auto" id="video" loop="true" webkit-playsinline crossOrigin="anonymous" style=" width: 300px; height: 200px;" controls>
<source src="http://vjs.zencdn.net/v/oceans.mp4" type="video/mp4">
</video>
</div>
Things work perfectly in Chrome/Firefox.
Upvotes: 3
Views: 3044
Reputation:
It's a bug in Safari. Safari does not yet support CORS (cross origin support) for video. See this webkit bug.
Video does work in WebGL in Safari if the video is from the same origin.
Upvotes: 5