WebVfx 0.1.6-6-g5144893-dirty
Effects Authoring

WebVfx supports both QML Effects Authoring and Web (HTML) Effects Authoring for developing video effects. Both have a lot in common. WebVfx loads the effect content (HTML or QML) and exposes a JavaScript context object named webvfx to the effect implementation.

If the effect will need to access frames of video, it must set the webvfx.imageTypeMap property to a map describing the names it will use for each video source.

Each name should be mapped to one of the enumerations:

For example:

webvfx.imageTypeMap = { "sourceImage" : webvfx.SourceImageType,
                        "targetImage" : webvfx.TargetImageType }

The effect can request additional named parameters as part of initialization by calling webvfx.getStringParameter(name) or webvfx.getNumberParameter(name)

The effect must connect the webvfx.renderRequested(time) signal. See QML Effects Authoring or Web (HTML) Effects Authoring for how to connect to this signal.

When the effect has fully loaded (including any external resources being loaded asynchronously), it should call:

webvfx.readyRender(true)

If the load failed for any reason, pass false instead.

Now WebVfx will start rendering frames of video. It will pull the current frame from each of the video sources specified in webvfx.imageTypeMap then invoke the webvfx.renderRequested(time) signal. The time is a normalized time from 0 to 1.0 indicating the position in the transition or effect. The effect should then request any images it specified in webvfx.imageTypeMap each time it handles renderRequested. Images can be requested by calling webvfx.getImage(name) where name is the string image name specified in imageTypeMap. See QML Effects Authoring or Web (HTML) Effects Authoring for how to use the returned image object.

The effect should configure itself using the time value and the images it retrieved before returning from the renderRequested slot.

QML Effects Authoring

Effects can be authored using QtQuick QML, a declarative UI language.

The webvfx.renderRequested(time) signal can be handled using the QML Connections element with webvfx as the target. The time parameter is available to the code, e.g.:

Connections {
    target: webvfx
    onRenderRequested: {
        effect.textureImage = webvfx.getImage("sourceImage");
        console.log("render: " + time);
    }
}

Video frame images retrieved via webvfx.getImage(name) are QImage objects. These can be assigned directly to some QML properties, e.g. Effect.textureImage. Other QML properties require an image URL - this can be retrived via webvfx.getImageUrl(name). It is more efficient to use the image directly when possible, instead of the URL.

See also:
See the QML demo demo/examples/filter-demo.qml

QML is more interesting as a video effects technology when it is extended with 3D support - see 3D Effects Authoring.

Web (HTML) Effects Authoring

Effects can be authored using QtWebKit HTML.

The webvfx.renderRequested(time) signal can be handled by connecting it to a JavaScript function that takes a time parameter, using webvfx.renderRequested.connect:

function render(time) {
   console.log("render: " + time);
}
webvfx.renderRequested.connect(render);

webvfx.getImage(name) returns a JavaScript image proxy object for the current frame of video for the named image. This must be assigned to a DOM Image element so that it can be used in the HTML. The QtWebKit Bridge provides a method assignToHTMLImageElement() to do this. You can assign to a new Image:

var image = new Image()
webvfx.getImage("sourceImage").assignToHTMLImageElement(image);

or reference an existing one in the DOM

<img id="image"/>
[...]
webvfx.getImage("sourceImage").assignToHTMLImageElement(document.getElementById("image"));
See also:
See the HTML demos:

WebGL GLSL Shader Effects Authoring

WebVfx includes a simple framework for implementing 2D GLSL fragment shader effects. This requires QtWebKit to be compiled with WebGL enabled. A recent build should be used so the toImageData feature is available.

The HTML effect should reference the shader.js JavaScript resource:

<script type="text/javascript" src="qrc:/webvfx/script/shader.js"></script>

The GLSL code can be placed in a script element:

<script type="x-shader/x-fragment">...</script>

The GLSL must declare a varying texCoord which carries the texture coordinates from the vertex shader.

varying vec2 texCoord;

It should also declare any uniforms it uses. Uniform values can be set on each render cycle from JavaScript using updateUniform(name,value). If the uniform is a sampler2D texture, it should use the ImageData returned from the WebVfx image object:

shader.updateUniform("sourceTex", webvfx.getImage("sourceImage").toImageData());

See the sample CrossZoom and PageCurl shaders for complete examples:

Tools

A couple of simple tools are provided to help authoring effects.

webvfx_browser (WebVfx Browser.app on MacOS) is a trivial wrapper around QtWebKit. This makes it easy to visit any website and see if the version of QtWebKit you are using supports various HTML features.

webvfx_viewer (WebVfx Viewer.app on MacOS) allows you to load your HTML or QML effects and exposes the webvfx context object to them, and generates images that your effect can request using webvfx.getImage(name). It has a slider along the bottom that lets you control the rendering time (0..1.0) and a tab to let you set the rendering size.

 All Classes Namespaces Functions Variables Enumerations Enumerator