Major improvements to UnifiedPlayer: 1. GetFrameImage() now works when paused for responsive UI updates 2. Play() method properly starts FFmpeg process 3. Frame display loop runs continuously for smooth video display 4. Disabled audio temporarily to fix video playback fundamentals 5. Simplified FFmpeg command to focus on video stream only Player now: - Generates video frames correctly - Shows video when paused - Has responsive progress tracking - Starts playback properly Next steps: Re-enable audio playback once video is stable
61 lines
1.8 KiB
Go
61 lines
1.8 KiB
Go
//go:build wasm
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package glfw
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import (
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"errors"
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"syscall/js"
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)
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func newContext(canvas js.Value, ca *contextAttributes) (context js.Value, err error) {
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if js.Global().Get("WebGLRenderingContext").Equal(js.Undefined()) {
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return js.Value{}, errors.New("Your browser doesn't appear to support WebGL.")
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}
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attrs := map[string]any{
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"alpha": ca.Alpha,
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"depth": ca.Depth,
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"stencil": ca.Stencil,
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"antialias": ca.Antialias,
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"premultipliedAlpha": ca.PremultipliedAlpha,
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"preserveDrawingBuffer": ca.PreserveDrawingBuffer,
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"preferLowPowerToHighPerformance": ca.PreferLowPowerToHighPerformance,
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"failIfMajorPerformanceCaveat": ca.FailIfMajorPerformanceCaveat,
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}
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if gl := canvas.Call("getContext", "webgl", attrs); !gl.Equal(js.Null()) {
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debug := js.Global().Get("WebGLDebugUtils")
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if debug.Equal(js.Undefined()) {
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return gl, errors.New("No debugging for WebGL.")
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}
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gl = debug.Call("makeDebugContext", gl)
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return gl, nil
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} else if gl := canvas.Call("getContext", "experimental-webgl", attrs); gl.Equal(js.Null()) {
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return gl, nil
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} else {
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return js.Value{}, errors.New("Creating a WebGL context has failed.")
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}
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}
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type contextAttributes struct {
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Alpha bool
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Depth bool
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Stencil bool
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Antialias bool
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PremultipliedAlpha bool
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PreserveDrawingBuffer bool
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PreferLowPowerToHighPerformance bool
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FailIfMajorPerformanceCaveat bool
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}
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func defaultAttributes() *contextAttributes {
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return &contextAttributes{
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Alpha: false,
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Depth: true,
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Stencil: false,
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Antialias: false,
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PremultipliedAlpha: false,
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PreserveDrawingBuffer: false,
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}
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}
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