添加VR360播放功能

This commit is contained in:
truewhile
2026-09-17 00:31:45 +08:00
parent 93866d169b
commit 1153fe4191
8 changed files with 1696 additions and 10 deletions
+28
View File
@@ -16,6 +16,7 @@ import {
PictureInPicture,
Play,
Rewind,
Rotate3d,
SkipBack,
SkipForward,
Timer,
@@ -24,6 +25,7 @@ import {
} from 'lucide-react'
import type { SubtitleTrack } from '../api/subtitles'
import type { PlaybackQuality } from '../types'
import type { Vr360Profile } from '../utils/vr360'
import {
formatPlaybackRate,
normalizePlaybackRate,
@@ -116,6 +118,11 @@ type PlayerControlsProps = {
selectedQuality?: string
onSelectQuality?: (quality: PlaybackQuality) => void
showQuality?: boolean
/** VR 全景播放配置;非 null 表示当前处于 VR 模式。 */
vr360?: Vr360Profile | null
/** 是否由文件名/画幅自动识别为 VR 素材(按钮上加一个小圆点提示)。 */
vr360Detected?: boolean
onToggleVr360?: () => void
/** Media metadata duration (seconds). Used when HLS only knows transcoded length. */
knownDuration?: number
/** Absolute source offset of the current HLS session (seconds). */
@@ -159,6 +166,9 @@ export function PlayerControls({
selectedQuality = '',
onSelectQuality,
showQuality = false,
vr360 = null,
vr360Detected = false,
onToggleVr360,
knownDuration = 0,
streamOffset = 0,
onSeekAbsolute,
@@ -1090,6 +1100,24 @@ export function PlayerControls({
{danmakuEnabled && <span className="h-1.5 w-1.5 rounded-full bg-lime-400" />}
</button>
{/* VR 全景播放开关 */}
{onToggleVr360 && (
<button
onClick={onToggleVr360}
className={
'flex items-center gap-1.5 rounded-full px-2.5 py-1.5 text-xs font-medium transition ' +
(vr360
? 'bg-rose-500/90 text-white hover:bg-rose-500'
: 'bg-white/10 text-white/80 hover:bg-white/20')
}
title={vr360 ? '退出 VR 全景播放' : '切换到 VR 全景播放(可用鼠标或陀螺仪转动视角)'}
>
<Rotate3d size={15} />
<span className="hidden sm:inline">VR</span>
{vr360Detected && !vr360 && <span className="h-1.5 w-1.5 rounded-full bg-amber-300" />}
</button>
)}
<button
onClick={toggleMute}
className="rounded-full p-1.5 transition hover:bg-white/15"
+613
View File
@@ -0,0 +1,613 @@
import { useCallback, useEffect, useRef, useState } from 'react'
import type { PointerEvent as ReactPointerEvent, RefObject } from 'react'
import { Check, Compass, Minus, Plus, RotateCcw, Settings2, Smartphone } from 'lucide-react'
import {
VR360_DEFAULT_FOV,
VR360_MAX_FOV,
VR360_MIN_FOV,
VR360_PROJECTION_OPTIONS,
VR360_STEREO_OPTIONS,
vr360FrameUv,
type Vr360Profile,
} from '../utils/vr360'
import {
applyViewOffset,
cameraForward,
cameraFromDeviceOrientation,
cameraFromYawPitch,
clampNumber,
degToRad,
forwardPitch,
forwardYaw,
viewMatrixFromCamera,
type Mat3,
} from '../utils/vr360Math'
// 只引入类型:渲染器本体走动态 import,普通播放不会下载 WebGL 全景渲染代码。
import type { Vr360Renderer } from '../utils/vr360Renderer'
// 全景播放舞台:一个覆盖整个播放区域的 WebGL 画布。视频元素本身仍在后台正常
// 播放(音轨、进度、弹幕、字幕都不受影响),只是画面被贴到了球面上。
//
// 视角控制:
// 1. 鼠标/手指拖拽 → 转动视角(画面跟随手指),滚轮/双指捏合 → 变焦;
// 2. 手机陀螺仪 → 转动设备即转动视角。iOS 13+ 必须在用户手势里调用
// DeviceOrientationEvent.requestPermission,所以这里做成显式按钮。
type ViewState = {
/** 拖拽模式下的方位角(弧度,0 = 默认正前方)。 */
yaw: number
/** 拖拽模式下的俯仰角(弧度,+ 为抬头)。 */
pitch: number
fov: number
/** 陀螺仪是否接管视角。 */
gyroActive: boolean
/** 最近一次设备姿态对应的相机旋转矩阵。 */
deviceCamera: Mat3 | null
gyroYawOffset: number
gyroPitchOffset: number
}
type PointerState = {
x: number
y: number
startX: number
startY: number
startAt: number
moved: boolean
}
type GyroState = 'off' | 'pending' | 'active' | 'denied' | 'unsupported' | 'unavailable'
type Vr360StageProps = {
videoRef: RefObject<HTMLVideoElement>
profile: Vr360Profile
/** 控制栏是否可见:不可见时隐藏 VR 自身的浮层按钮。 */
uiVisible: boolean
/** 轻触画面(未发生拖拽)时回调,与普通播放一致:唤出控制栏或切换播放。 */
onSurfaceTap: () => void
onReady: () => void
onError: (message: string) => void
/** 用户调整投影方式/立体布局时回调,由播放页保存为下次进入的默认值。 */
onProfileChange?: (profile: Vr360Profile) => void
}
/** 每像素拖拽对应的转角(弧度)。视场角越小时画面越「拉近」,拖拽也应更细腻。 */
const DRAG_RAD_PER_PIXEL = 0.0035
const TAP_MAX_DISTANCE = 8
const TAP_MAX_DURATION_MS = 400
const GYRO_PROBE_MS = 1500
const PITCH_LIMIT = Math.PI / 2 - 0.03
const WHEEL_ZOOM_SPEED = 0.0015
function screenOrientationAngle(): number {
if (
typeof screen !== 'undefined' &&
screen.orientation &&
typeof screen.orientation.angle === 'number'
) {
return screen.orientation.angle
}
const legacy = (window as unknown as { orientation?: number }).orientation
return typeof legacy === 'number' ? legacy : 0
}
type DeviceOrientationEventConstructor = {
requestPermission?: () => Promise<'granted' | 'denied' | 'default'>
}
function gyroStateHint(state: GyroState): string {
if (state === 'active') return '陀螺仪已开启:转动设备即可改变视角'
if (state === 'pending') return '正在等待陀螺仪数据…'
if (state === 'denied') return '陀螺仪权限被拒绝,请在浏览器设置里允许「运动与方向」访问'
if (state === 'unavailable') return '没有收到陀螺仪数据,当前设备可能不支持'
if (state === 'unsupported') return '当前浏览器不支持陀螺仪'
return ''
}
export function Vr360Stage({
videoRef,
profile,
uiVisible,
onSurfaceTap,
onReady,
onError,
onProfileChange,
}: Vr360StageProps) {
const canvasRef = useRef<HTMLCanvasElement>(null)
const rendererRef = useRef<Vr360Renderer | null>(null)
const viewRef = useRef<ViewState>({
yaw: 0,
pitch: 0,
fov: VR360_DEFAULT_FOV,
gyroActive: false,
deviceCamera: null,
gyroYawOffset: 0,
gyroPitchOffset: 0,
})
const dirtyRef = useRef(true)
const readyRef = useRef(false)
const pointersRef = useRef(new Map<number, PointerState>())
const pinchDistanceRef = useRef<number | null>(null)
const alignmentRef = useRef<{ yaw: number; pitch: number } | null>(null)
const gyroProbeRef = useRef<ReturnType<typeof setTimeout> | null>(null)
const absoluteSeenRef = useRef(false)
const profileRef = useRef(profile)
const [gyroState, setGyroState] = useState<GyroState>('off')
const [fovHint, setFovHint] = useState(VR360_DEFAULT_FOV)
const [settingsOpen, setSettingsOpen] = useState(false)
// 回调放进 ref:渲染器只在挂载时创建一次,不因父组件重渲染而重建。
const callbacksRef = useRef({ onSurfaceTap, onReady, onError })
useEffect(() => {
callbacksRef.current = { onSurfaceTap, onReady, onError }
}, [onSurfaceTap, onReady, onError])
const markDirty = useCallback(() => {
dirtyRef.current = true
}, [])
// 当前相机姿态:陀螺仪接管时以设备姿态为基准叠加拖拽偏移,否则纯拖拽角度。
const currentCamera = useCallback((): Mat3 => {
const view = viewRef.current
if (view.gyroActive && view.deviceCamera) {
return applyViewOffset(view.deviceCamera, view.gyroYawOffset, view.gyroPitchOffset)
}
return cameraFromYawPitch(view.yaw, view.pitch)
}, [])
const draw = useCallback(() => {
const renderer = rendererRef.current
if (!renderer) return
renderer.setView(viewMatrixFromCamera(currentCamera()))
renderer.setFov(viewRef.current.fov)
renderer.draw()
if (!readyRef.current) {
// 第一帧真正画出来之后才通知上层:渲染失败时上层会退出 VR 模式。
readyRef.current = true
callbacksRef.current.onReady()
}
}, [currentCamera])
const applyProfile = useCallback((renderer: Vr360Renderer, next: Vr360Profile) => {
renderer.setProjection(next.projection)
const { scale, offset } = vr360FrameUv(next.stereo)
renderer.setFrameUv(scale, offset)
dirtyRef.current = true
}, [])
// 创建渲染器(懒加载 WebGL 模块,普通播放不会下载全景渲染代码)。
useEffect(() => {
const canvas = canvasRef.current
const video = videoRef.current
if (!canvas || !video) return
let cancelled = false
let created: Vr360Renderer | null = null
void import('../utils/vr360Renderer')
.then((module) => {
if (cancelled) return
created = module.createVr360Renderer(canvas, video, {
onContextLost: () => callbacksRef.current.onError('VR 渲染上下文已丢失,已退出 VR 播放'),
onTextureError: () => callbacksRef.current.onError('无法读取视频画面用于 VR 渲染'),
})
if (!created) {
callbacksRef.current.onError('当前浏览器不支持 WebGL,无法使用 VR 播放')
return
}
rendererRef.current = created
const rect = canvas.getBoundingClientRect()
created.resize(rect.width, rect.height)
applyProfile(created, profileRef.current)
})
.catch(() => {
if (!cancelled) callbacksRef.current.onError('VR 渲染组件加载失败')
})
return () => {
cancelled = true
rendererRef.current = null
created?.dispose()
}
}, [applyProfile, videoRef])
// 投影方式/立体布局变化时重建网格与 UV 裁切。
useEffect(() => {
profileRef.current = profile
const renderer = rendererRef.current
if (renderer) applyProfile(renderer, profile)
}, [applyProfile, profile])
// 画布尺寸跟随舞台(窗口缩放、全屏切换、首次布局)。
// 观测父容器而不是画布自身:画布尺寸由 CSS 撑满父容器,观测自身会在
// 「设置绘制缓冲区分辨率 → 布局变化 → 再次触发观测」之间来回放大。
useEffect(() => {
const canvas = canvasRef.current
if (!canvas) return
const target = canvas.parentElement ?? canvas
const observer = new ResizeObserver((entries) => {
const entry = entries[0]
if (!entry) return
rendererRef.current?.resize(entry.contentRect.width, entry.contentRect.height)
markDirty()
})
observer.observe(target)
const rect = target.getBoundingClientRect()
rendererRef.current?.resize(rect.width, rect.height)
return () => observer.disconnect()
}, [markDirty])
// 渲染循环:requestVideoFrameCallback 标记「有新画面」,rAF 按需绘制。
// 暂停且无输入时不出图,避免持续占用 GPU。
useEffect(() => {
let handle = 0
let cancelled = false
const video = videoRef.current as
| (HTMLVideoElement & { requestVideoFrameCallback?: (callback: () => void) => number })
| null
if (video && typeof video.requestVideoFrameCallback === 'function') {
const onVideoFrame = () => {
if (cancelled) return
dirtyRef.current = true
video.requestVideoFrameCallback?.(onVideoFrame)
}
video.requestVideoFrameCallback(onVideoFrame)
}
const tick = () => {
if (cancelled) return
handle = requestAnimationFrame(tick)
if (!dirtyRef.current) return
dirtyRef.current = false
draw()
}
handle = requestAnimationFrame(tick)
return () => {
cancelled = true
cancelAnimationFrame(handle)
}
}, [draw, videoRef])
// 设备姿态 → 相机姿态。第一帧有效数据到达时把视角对齐过去,避免画面跳动。
const handleOrientation = useCallback((event: DeviceOrientationEvent) => {
if (event.alpha === null && event.beta === null && event.gamma === null) return
if (event.type === 'deviceorientationabsolute') absoluteSeenRef.current = true
// 同时收到绝对与相对事件时以绝对朝向为准(方位角才有意义)。
else if (absoluteSeenRef.current) return
const camera = cameraFromDeviceOrientation(
degToRad(event.alpha ?? 0),
degToRad(event.beta ?? 0),
degToRad(event.gamma ?? 0),
degToRad(screenOrientationAngle()),
)
const view = viewRef.current
view.deviceCamera = camera
const alignment = alignmentRef.current
if (alignment) {
const forward = cameraForward(camera)
view.gyroYawOffset = alignment.yaw - forwardYaw(forward)
view.gyroPitchOffset = clampNumber(alignment.pitch - forwardPitch(forward), -1.2, 1.2)
alignmentRef.current = null
if (gyroProbeRef.current) {
clearTimeout(gyroProbeRef.current)
gyroProbeRef.current = null
}
setGyroState('active')
}
view.gyroActive = true
dirtyRef.current = true
}, [])
const stopGyro = useCallback(() => {
window.removeEventListener('deviceorientation', handleOrientation)
window.removeEventListener('deviceorientationabsolute', handleOrientation)
if (gyroProbeRef.current) {
clearTimeout(gyroProbeRef.current)
gyroProbeRef.current = null
}
alignmentRef.current = null
absoluteSeenRef.current = false
}, [handleOrientation])
const startGyro = useCallback(() => {
alignmentRef.current = { yaw: viewRef.current.yaw, pitch: viewRef.current.pitch }
absoluteSeenRef.current = false
window.addEventListener('deviceorientation', handleOrientation)
window.addEventListener('deviceorientationabsolute', handleOrientation)
// 桌面浏览器/无陀螺仪设备会一直收不到事件,超时后提示并回退到拖拽模式。
gyroProbeRef.current = setTimeout(() => {
gyroProbeRef.current = null
if (alignmentRef.current) {
stopGyro()
setGyroState('unavailable')
}
}, GYRO_PROBE_MS)
}, [handleOrientation, stopGyro])
const toggleGyro = useCallback(() => {
if (gyroState === 'active' || gyroState === 'pending') {
// 关闭陀螺仪时用当前合成视角续上,画面不会跳。
const forward = cameraForward(currentCamera())
viewRef.current.yaw = forwardYaw(forward)
viewRef.current.pitch = clampNumber(forwardPitch(forward), -PITCH_LIMIT, PITCH_LIMIT)
viewRef.current.gyroActive = false
viewRef.current.gyroYawOffset = 0
viewRef.current.gyroPitchOffset = 0
stopGyro()
setGyroState('off')
markDirty()
return
}
const orientationEvent = (
window as unknown as { DeviceOrientationEvent?: DeviceOrientationEventConstructor }
).DeviceOrientationEvent
if (!orientationEvent) {
setGyroState('unsupported')
return
}
setGyroState('pending')
const requestPermission = orientationEvent.requestPermission
if (typeof requestPermission !== 'function') {
startGyro()
return
}
// iOS 13+ 必须在用户手势里申请权限,这里由按钮点击直接触发。
void requestPermission
.call(orientationEvent)
.then((result) => {
if (result === 'granted') startGyro()
else setGyroState('denied')
})
.catch(() => setGyroState('denied'))
}, [currentCamera, gyroState, markDirty, startGyro, stopGyro])
useEffect(() => () => stopGyro(), [stopGyro])
const zoomBy = useCallback(
(factor: number) => {
const view = viewRef.current
view.fov = clampNumber(view.fov * factor, VR360_MIN_FOV, VR360_MAX_FOV)
setFovHint(view.fov)
markDirty()
},
[markDirty],
)
const resetView = useCallback(() => {
const view = viewRef.current
view.yaw = 0
view.pitch = 0
view.fov = VR360_DEFAULT_FOV
view.gyroYawOffset = 0
view.gyroPitchOffset = 0
setFovHint(view.fov)
markDirty()
}, [markDirty])
const pinchDistance = useCallback((): number => {
const pointers = [...pointersRef.current.values()]
if (pointers.length < 2) return 0
return Math.hypot(pointers[0].x - pointers[1].x, pointers[0].y - pointers[1].y)
}, [])
const handlePointerDown = (event: ReactPointerEvent<HTMLCanvasElement>) => {
try {
event.currentTarget.setPointerCapture?.(event.pointerId)
} catch {
// 某些环境(合成事件、非活跃指针)会抛 InvalidPointerId,退化为普通拖拽即可。
}
pointersRef.current.set(event.pointerId, {
x: event.clientX,
y: event.clientY,
startX: event.clientX,
startY: event.clientY,
startAt: Date.now(),
moved: false,
})
if (pointersRef.current.size === 2) {
pinchDistanceRef.current = pinchDistance()
// 双指手势一律不算轻触,避免捏合缩放时误触发播放/暂停。
for (const pointer of pointersRef.current.values()) pointer.moved = true
}
}
const handlePointerMove = (event: ReactPointerEvent<HTMLCanvasElement>) => {
const pointer = pointersRef.current.get(event.pointerId)
if (!pointer) return
const dx = event.clientX - pointer.x
const dy = event.clientY - pointer.y
pointer.x = event.clientX
pointer.y = event.clientY
if (
Math.hypot(event.clientX - pointer.startX, event.clientY - pointer.startY) > TAP_MAX_DISTANCE
) {
pointer.moved = true
}
if (pointersRef.current.size >= 2) {
const distance = pinchDistance()
const previous = pinchDistanceRef.current
pinchDistanceRef.current = distance
if (previous && distance > 0) zoomBy(previous / distance)
return
}
const view = viewRef.current
const scale = DRAG_RAD_PER_PIXEL * (view.fov / VR360_DEFAULT_FOV)
if (view.gyroActive && view.deviceCamera) {
view.gyroYawOffset -= dx * scale
view.gyroPitchOffset = clampNumber(
view.gyroPitchOffset + dy * scale,
-PITCH_LIMIT,
PITCH_LIMIT,
)
} else {
view.yaw -= dx * scale
view.pitch = clampNumber(view.pitch + dy * scale, -PITCH_LIMIT, PITCH_LIMIT)
}
markDirty()
}
const endPointer = (event: ReactPointerEvent<HTMLCanvasElement>) => {
const pointer = pointersRef.current.get(event.pointerId)
pointersRef.current.delete(event.pointerId)
if (pointersRef.current.size < 2) pinchDistanceRef.current = null
if (!pointer) return
const isTap =
!pointer.moved &&
Date.now() - pointer.startAt <= TAP_MAX_DURATION_MS &&
pointersRef.current.size === 0
if (isTap) onSurfaceTap()
}
useEffect(() => {
const canvas = canvasRef.current
if (!canvas) return
const onWheel = (event: WheelEvent) => {
event.preventDefault()
zoomBy(1 + event.deltaY * WHEEL_ZOOM_SPEED)
}
canvas.addEventListener('wheel', onWheel, { passive: false })
return () => canvas.removeEventListener('wheel', onWheel)
}, [zoomBy])
const hint = gyroStateHint(gyroState)
return (
<>
<canvas
ref={canvasRef}
data-vr360-surface
className="absolute inset-0 h-full w-full cursor-grab touch-none select-none active:cursor-grabbing"
onPointerDown={handlePointerDown}
onPointerMove={handlePointerMove}
onPointerUp={endPointer}
onPointerCancel={endPointer}
// 轻触由指针逻辑自己处理(拖动时不能误触发播放/暂停),
// 同时阻止冒泡到舞台的点击逻辑,避免一次触摸切换两次播放状态。
onClick={(event) => event.stopPropagation()}
/>
<div
className={`pointer-events-none absolute inset-x-0 top-2 z-20 flex flex-col items-center gap-1.5 px-2 transition-opacity duration-300 ${
uiVisible ? 'opacity-100' : 'opacity-0'
}`}
>
<div className="pointer-events-auto flex flex-wrap items-center justify-center gap-1.5 rounded-2xl border border-white/15 bg-black/65 px-2 py-1.5 text-white shadow-2xl backdrop-blur">
<button
type="button"
onClick={toggleGyro}
className={`flex items-center gap-1.5 rounded-full px-2.5 py-1 text-xs font-medium transition ${
gyroState === 'active'
? 'bg-rose-500/90 text-white hover:bg-rose-500'
: 'bg-white/10 text-white/85 hover:bg-white/20'
}`}
title="用手机陀螺仪转动视角"
>
<Smartphone size={14} />
陀螺仪
{gyroState === 'active' && <Compass size={13} className="text-white/85" />}
</button>
<button
type="button"
onClick={resetView}
className="flex items-center gap-1.5 rounded-full bg-white/10 px-2.5 py-1 text-xs font-medium text-white/85 transition hover:bg-white/20"
title="恢复默认视角与视场角"
>
<RotateCcw size={14} />
重置
</button>
<button
type="button"
onClick={() => setSettingsOpen((open) => !open)}
className={`flex items-center gap-1.5 rounded-full px-2.5 py-1 text-xs font-medium transition ${
settingsOpen
? 'bg-rose-500/90 text-white hover:bg-rose-500'
: 'bg-white/10 text-white/85 hover:bg-white/20'
}`}
title="投影方式与画幅布局"
>
<Settings2 size={14} />
画面
</button>
<div className="flex items-center gap-0.5">
<button
type="button"
onClick={() => zoomBy(1.15)}
className="rounded-full p-1.5 transition hover:bg-white/15"
title="视野拉远"
>
<Minus size={15} />
</button>
<span className="w-9 text-center text-[10px] tabular-nums text-white/75">
{(VR360_DEFAULT_FOV / fovHint).toFixed(1)}×
</span>
<button
type="button"
onClick={() => zoomBy(1 / 1.15)}
className="rounded-full p-1.5 transition hover:bg-white/15"
title="视野拉近"
>
<Plus size={15} />
</button>
</div>
</div>
<p className="pointer-events-none rounded-full bg-black/45 px-3 py-1 text-[10px] text-white/70 backdrop-blur">
{hint || '拖动旋转视角 · 滚轮或双指缩放'}
</p>
{settingsOpen ? (
<div className="pointer-events-auto w-[min(92vw,420px)] rounded-2xl border border-white/15 bg-black/75 px-3 py-2.5 text-white shadow-2xl backdrop-blur">
<p className="mb-1.5 text-[10px] uppercase tracking-wide text-white/45">投影方式</p>
<div className="flex flex-wrap gap-1.5">
{VR360_PROJECTION_OPTIONS.map(([value, label]) => (
<button
key={value}
type="button"
onClick={() => onProfileChange?.({ ...profile, projection: value })}
className={`flex items-center gap-1 rounded-lg px-2.5 py-1 text-[11px] transition ${
profile.projection === value
? 'bg-rose-500/25 text-rose-200'
: 'bg-white/5 text-white/75 hover:bg-white/15'
}`}
>
{profile.projection === value && <Check size={11} />}
{label}
</button>
))}
</div>
<p className="mb-1.5 mt-2.5 text-[10px] uppercase tracking-wide text-white/45">
画幅布局
</p>
<div className="flex flex-wrap gap-1.5">
{VR360_STEREO_OPTIONS.map(([value, label]) => (
<button
key={value}
type="button"
onClick={() => onProfileChange?.({ ...profile, stereo: value })}
className={`flex items-center gap-1 rounded-lg px-2.5 py-1 text-[11px] transition ${
profile.stereo === value
? 'bg-rose-500/25 text-rose-200'
: 'bg-white/5 text-white/75 hover:bg-white/15'
}`}
>
{profile.stereo === value && <Check size={11} />}
{label}
</button>
))}
</div>
{profile.stereo !== 'mono' && (
<p className="mt-2 text-[10px] leading-relaxed text-white/45">
左右/上下并排素材在当前屏幕上只显示左眼画面;真正的双眼立体画面需要 VR
头显(WebXR)。
</p>
)}
</div>
) : null}
</div>
</>
)
}
+82
View File
@@ -42,6 +42,13 @@ import { PlayerDanmakuPanel } from '../components/PlayerDanmakuPanel'
import { PlayerPlaylistPanel } from '../components/PlayerPlaylistPanel'
import { MediaVersionSwitcher } from '../components/MediaVersionSwitcher'
import { mediaVersionsOf } from '../utils/mediaVersion'
import {
detectVr360Profile,
loadVr360Preference,
saveVr360Preference,
type Vr360Detection,
type Vr360Profile,
} from '../utils/vr360'
// Fullscreen, dark-themed video page.
//
@@ -96,6 +103,11 @@ export function PlayerPage() {
const fallbackTimerRef = useRef<ReturnType<typeof setTimeout> | null>(null)
const [media, setMedia] = useState<Media | null>(null)
// VR 全景播放:null = 普通播放。识别结果与用户开关只存本机,
// 不改动数据库,换设备/换浏览器不会互相影响。
const [vr360, setVr360] = useState<Vr360Profile | null>(null)
const [vr360Detected, setVr360Detected] = useState(false)
const vr360TouchedRef = useRef(false)
const [mode, setMode] = useState<PlayerMode>('direct')
const [subs, setSubs] = useState<SubtitleTrack[]>([])
const [subtitleIndex, setSubtitleIndex] = useState<number>(0)
@@ -458,6 +470,9 @@ export function PlayerPage() {
useEffect(() => {
setMedia(null)
setLoadError('')
vr360TouchedRef.current = false
setVr360(null)
setVr360Detected(false)
setHlsStartSec(0)
setPlaybackInfo(null)
setHlsSource('local')
@@ -537,6 +552,68 @@ export function PlayerPage() {
}
}, [id, modeParam, directOnly])
// VR 全景素材识别:只在用户没手动改过开关时自动进入 VR 模式。
// 识别完全基于文件名/路径关键词与画幅比例,误判时点一下 VR 按钮即可退出。
useEffect(() => {
if (!media || media.id !== id) return
const detection = detectVr360Profile({
title: media.title,
originalName: media.original_name,
path: media.path,
relativePath: media.relative_path,
width: media.width,
height: media.height,
})
setVr360Detected(detection.confident)
if (vr360TouchedRef.current) return
const preference = loadVr360Preference()
if (!preference.autoDetect || !detection.confident) {
setVr360(null)
return
}
if (detection.profile.projection !== preference.profile.projection) {
// 投影方式由文件名决定(360 / 180 / 鱼眼),记住它作为下次的默认值。
saveVr360Preference({ ...preference, profile: detection.profile })
}
setVr360(detection.profile)
}, [id, media])
const toggleVr360 = useCallback(() => {
vr360TouchedRef.current = true
if (vr360) {
setVr360(null)
return
}
const current = mediaRef.current
const detection: Vr360Detection | null = current
? detectVr360Profile({
title: current.title,
originalName: current.original_name,
path: current.path,
relativePath: current.relative_path,
width: current.width,
height: current.height,
})
: null
const preference = loadVr360Preference()
const profile = detection?.profile ?? preference.profile
saveVr360Preference({ ...preference, profile })
setVr360(profile)
}, [vr360])
const changeVr360Profile = useCallback((profile: Vr360Profile) => {
vr360TouchedRef.current = true
setVr360(profile)
saveVr360Preference({ ...loadVr360Preference(), profile })
}, [])
const handleVr360Error = useCallback((message: string) => {
vr360TouchedRef.current = true
setVr360(null)
setPlayerError(message)
toast.error(message)
}, [])
// Wire up the actual <video> element when we know the mode.
// Depend on media.id (not the media object): refreshing duration after
// MANIFEST_PARSED must not remount HLS or it storms EnsureJob / DELETE.
@@ -1499,6 +1576,11 @@ export function PlayerPage() {
showQuality={showQuality}
waiting={cloudWaiting}
waitingMessage={cloudWaitMessage}
vr360={vr360}
vr360Detected={vr360Detected}
onToggleVr360={toggleVr360}
onVr360ProfileChange={changeVr360Profile}
onVr360Error={handleVr360Error}
playlistPanel={
<PlayerPlaylistPanel
open={playlistOpen}
+56 -3
View File
@@ -12,6 +12,8 @@ import {
import { AssSubtitleStage } from '../components/AssSubtitleStage'
import { DanmakuStage } from '../components/DanmakuStage'
import { PlayerControls } from '../components/PlayerControls'
import { Vr360Stage } from '../components/Vr360Stage'
import type { Vr360Profile } from '../utils/vr360'
import {
subtitleTextStyle,
type SubtitlePosition,
@@ -186,6 +188,13 @@ type PlayerVideoStageProps = {
selectedQuality?: string
onSelectQuality?: (quality: PlaybackQuality) => void
showQuality?: boolean
/** VR 全景播放配置;非 null 表示当前处于 VR 模式。 */
vr360?: Vr360Profile | null
/** 是否由文件名/画幅自动识别出 VR 素材(用于在菜单里提示)。 */
vr360Detected?: boolean
onToggleVr360?: () => void
onVr360ProfileChange?: (profile: Vr360Profile) => void
onVr360Error?: (message: string) => void
waiting?: boolean
waitingMessage?: string
}
@@ -241,6 +250,11 @@ export function PlayerVideoStage({
selectedQuality = '',
onSelectQuality,
showQuality = false,
vr360 = null,
vr360Detected = false,
onToggleVr360,
onVr360ProfileChange,
onVr360Error,
waiting = false,
waitingMessage = '',
}: PlayerVideoStageProps) {
@@ -248,6 +262,8 @@ export function PlayerVideoStage({
const [videoRatio, setVideoRatio] = useState<number | null>(null)
const [stageRect, setStageRect] = useState<{ width: number; height: number } | null>(null)
const [controlsVisible, setControlsVisible] = useState(true)
// VR 渲染器是否已经画出第一帧(在此之前给出「正在启动」提示,避免只看到黑屏)。
const [vrReady, setVrReady] = useState(false)
const revealControlsOnlyRef = useRef(false)
// 当前展示的字幕文本(由自定义字幕层渲染,100% 透明无黑框)
const [activeCues, setActiveCues] = useState<SubtitleCue[]>([])
@@ -270,6 +286,11 @@ export function PlayerVideoStage({
setAssFallbackPath(null)
}, [media?.id, activeSubtitleTrack?.path, subs])
// 切换媒体或 VR 配置后重新等待渲染器的第一帧。
useEffect(() => {
setVrReady(false)
}, [media?.id, vr360?.projection, vr360?.stereo])
useEffect(() => {
const selectedTrack = subs[subtitleIndex]
let cancelled = false
@@ -392,7 +413,9 @@ export function PlayerVideoStage({
const handleStagePointerDown = (event: PointerEvent<HTMLDivElement>) => {
revealControlsOnlyRef.current = event.pointerType === 'touch' && !controlsVisible
}
const handleStageClick = () => {
// 舞台任意位置的「激活」(轻触/单击):移动端控制栏隐藏时首次轻触只唤出
// 控制栏,控制栏已显示时再次轻触才切换播放/暂停。
const handleSurfaceActivate = () => {
if (revealControlsOnlyRef.current) {
revealControlsOnlyRef.current = false
setControlsVisible(true)
@@ -550,7 +573,14 @@ export function PlayerVideoStage({
: true
const assTrack = subtitleIndex >= 0 ? subs[subtitleIndex] : undefined
const wrapperStyle = videoRatio
// VR 模式下画面由 WebGL 画布输出,舞台窗口本身就是「镜头」,
// 不再按视频宽高比留黑边。
const wrapperStyle = vr360
? {
width: '100%',
height: '100%',
}
: videoRatio
? {
aspectRatio: `${videoRatio}`,
width: isWiderThanStage ? '100%' : 'auto',
@@ -569,7 +599,7 @@ export function PlayerVideoStage({
data-player-stage
className="relative flex h-full w-full flex-1 items-center justify-center overflow-hidden bg-black"
onPointerDown={handleStagePointerDown}
onClick={handleStageClick}
onClick={handleSurfaceActivate}
onDoubleClick={toggleFullscreen}
>
{media ? (
@@ -602,6 +632,18 @@ export function PlayerVideoStage({
)
})}
</video>
{vr360 ? (
<Vr360Stage
key={`${media.id}:vr360`}
videoRef={videoRef}
profile={vr360}
uiVisible={controlsVisible}
onSurfaceTap={handleSurfaceActivate}
onReady={() => setVrReady(true)}
onError={(message) => onVr360Error?.(message)}
onProfileChange={onVr360ProfileChange}
/>
) : null}
<DanmakuStage
key={media.id}
media={media}
@@ -692,6 +734,9 @@ export function PlayerVideoStage({
selectedQuality={selectedQuality}
onSelectQuality={onSelectQuality}
showQuality={showQuality}
vr360={vr360}
vr360Detected={vr360Detected}
onToggleVr360={onToggleVr360}
/>
{danmakuPanel}
{playlistPanel}
@@ -701,6 +746,14 @@ export function PlayerVideoStage({
) : (
<p className="text-sand-500">加载中…</p>
)}
{vr360 && media && !vrReady ? (
<div className="pointer-events-none absolute inset-0 z-30 flex items-center justify-center bg-black/60">
<div className="flex items-center gap-2 rounded-full border border-white/15 bg-black/80 px-5 py-3 text-sm text-white shadow-2xl backdrop-blur">
<Loader2 className="animate-spin text-rose-400" size={18} />
正在启动 VR 全景渲染…
</div>
</div>
) : null}
{playerError ? (
<div className="absolute bottom-20 left-1/2 w-[min(92vw,720px)] -translate-x-1/2 rounded-2xl border border-white/15 bg-black/75 px-5 py-4 text-sm text-white shadow-2xl backdrop-blur">
{playerError}
+162
View File
@@ -0,0 +1,162 @@
import {
detectVr360Profile,
normalizeVr360Profile,
sameVr360Profile,
vr360FrameUv,
type Vr360Profile,
} from './vr360.ts'
import {
applyDirection,
applyViewOffset,
cameraForward,
cameraFromDeviceOrientation,
cameraFromYawPitch,
forwardPitch,
forwardYaw,
multiply3,
perspectiveMatrix,
rotationY,
rotationZ,
transpose3,
viewMatrixFromCamera,
} from './vr360Math.ts'
function check(name: string, condition: boolean) {
if (!condition) throw new Error(`vr360: ${name}`)
}
function close(a: number, b: number, tolerance = 1e-6): boolean {
return Math.abs(a - b) <= tolerance
}
function closeAll(a: number[], b: number[], tolerance = 1e-6): boolean {
return a.length === b.length && a.every((value, index) => close(value, b[index], tolerance))
}
function profileOf(profile: Vr360Profile): string {
return `${profile.projection}/${profile.stereo}`
}
// ---------- 命名/画幅识别 ----------
const plain = detectVr360Profile({ title: '普通电影', path: '/media/电影/movie.mkv', width: 1920, height: 1080 })
check('普通素材不自动进入 VR', !plain.confident)
check('普通素材默认 360 单眼', profileOf(plain.profile) === 'equirect360/mono')
const pano360 = detectVr360Profile({
title: '全景演示',
path: '/media/360/equirect_demo.mp4',
width: 3840,
height: 1920,
})
check('360 关键词可识别', pano360.confident && pano360.profile.projection === 'equirect360')
check('2:1 的 360 保持单眼', pano360.profile.stereo === 'mono')
const vr360Sbs = detectVr360Profile({ path: '/media/vr/vr360-sbs-8k.mp4', width: 7680, height: 1920 })
check('4:1 画幅识别为左右并排', vr360Sbs.profile.stereo === 'sbs')
const ou360 = detectVr360Profile({ path: '/media/vr/pano360-ou.mp4', width: 3840, height: 3840 })
check('1:1 的 360 识别为上下并排', ou360.profile.stereo === 'ou')
const fisheye = detectVr360Profile({ path: '/media/vr/abc-fisheye-180.mp4', width: 1920, height: 1920 })
check('鱼眼关键词优先于其它信号', fisheye.profile.projection === 'fisheye180')
const vr180Sbs = detectVr360Profile({
path: '/media/云下载/sivr-270/sivr-270-1.mp4',
width: 3840,
height: 1920,
})
check('编号里的 vr 可识别为 VR180', vr180Sbs.confident && vr180Sbs.profile.projection === 'equirect180')
check('VR180 的 2:1 画幅为左右并排', vr180Sbs.profile.stereo === 'sbs')
const vr180Mono = detectVr360Profile({ path: '/media/vr/vr180-mono.mp4', width: 1920, height: 1920 })
check('VR180 的 1:1 画幅为单眼', vr180Mono.profile.stereo === 'mono')
const vr180Ou = detectVr360Profile({ path: '/media/vr/vr180-tb.mp4', width: 1920, height: 3840 })
check('VR180 的 1:2 画幅为上下并排', vr180Ou.profile.stereo === 'ou')
const topBottom = detectVr360Profile({ path: '/media/vr/vr360-top-bottom.mp4' })
check('top-bottom 关键词为上下并排', topBottom.profile.stereo === 'ou')
// ---------- 立体裁切与偏好归一化 ----------
check('单眼不裁切', closeAll(vr360FrameUv('mono').scale, [1, 1]))
check('左右并排取左半张', closeAll(vr360FrameUv('sbs').scale, [0.5, 1]))
check('上下并排取上半张', closeAll(vr360FrameUv('ou').scale, [1, 0.5]))
check('并排画面不做偏移', closeAll(vr360FrameUv('sbs').offset, [0, 0]))
check('未知投影回退到 360 全景', normalizeVr360Profile({ projection: 'nope', stereo: 'nope' }).projection === 'equirect360')
check('未知布局回退到单眼', normalizeVr360Profile({}).stereo === 'mono')
check(
'相同配置判定相等',
sameVr360Profile({ projection: 'equirect180', stereo: 'sbs' }, { projection: 'equirect180', stereo: 'sbs' }),
)
check(
'不同配置判定不等',
!sameVr360Profile({ projection: 'equirect180', stereo: 'sbs' }, { projection: 'equirect180', stereo: 'ou' }),
)
// ---------- 相机姿态与设备陀螺仪 ----------
const identityForward = cameraForward(new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]))
check('单位姿态朝向地面(设备平放)', closeAll([...identityForward], [0, 0, -1]))
const level = cameraFromYawPitch(0, 0)
check('默认视角水平看向正前方', closeAll([...cameraForward(level)], [0, 1, 0]))
const east = cameraFromYawPitch(Math.PI / 2, 0)
check('方位角 90° 转向正东', closeAll([...cameraForward(east)], [1, 0, 0], 1e-6))
const up = cameraFromYawPitch(0, Math.PI / 2)
check('俯仰角 90° 抬头看天', closeAll([...cameraForward(up)], [0, 0, 1], 1e-6))
const northEast = cameraFromYawPitch(Math.PI / 4, 0)
check('方位角 45° 落在东北方向', close(forwardYaw(cameraForward(northEast)), Math.PI / 4))
const tilted = cameraFromYawPitch(0.3, -0.4)
check('朝向角可反解出方位角', close(forwardYaw(cameraForward(tilted)), 0.3, 1e-6))
check('朝向角可反解出俯仰角', close(forwardPitch(cameraForward(tilted)), -0.4, 1e-6))
check(
'旋转矩阵转置等于反向旋转',
closeAll([...transpose3(rotationY(0.7))], [...rotationY(-0.7)], 1e-6),
)
check(
'正反旋转相乘为单位矩阵',
closeAll(
[...multiply3(rotationZ(1.1), rotationZ(-1.1))],
[1, 0, 0, 0, 1, 0, 0, 0, 1],
1e-6,
),
)
// 视图矩阵 = 相机姿态的逆(纯旋转)
const view = viewMatrixFromCamera(east)
check('视图矩阵为相机矩阵的转置', closeAll([...view], [...transpose3(east)], 1e-6))
// 设备姿态约定(与 W3C 规范一致):相机看向设备背面,
// 因此设备平放时(alpha 任意、beta = 0)视线朝下。
const flat = cameraFromDeviceOrientation(Math.PI / 3, 0, 0, 0)
check('设备平放时看向地面', closeAll([...cameraForward(flat)], [0, 0, -1], 1e-6))
// 竖持手机(beta = 90°)时视线水平
const portrait = cameraFromDeviceOrientation(0, Math.PI / 2, 0, 0)
check('竖持手机时视线水平', close(cameraForward(portrait)[2], 0, 1e-6))
check('竖持手机时视线朝北', close(forwardYaw(cameraForward(portrait)), 0, 1e-6))
// 横屏(屏幕旋转 90°)时相机「上方向」跟随屏幕
const landscape = cameraFromDeviceOrientation(0, Math.PI / 2, 0, Math.PI / 2)
check('横屏时画面随屏幕转向', closeAll([...applyDirection(landscape, 0, 1, 0)], [1, 0, 0], 1e-6))
// 陀螺仪开启瞬间的视角对齐:叠加偏移后朝向应等于对齐前记录的拖拽视角
const aligned = applyViewOffset(cameraFromDeviceOrientation(0, Math.PI / 2, 0, 0), 0.5, 0.25)
check('叠加偏移后方位角对齐', close(forwardYaw(cameraForward(aligned)), 0.5, 1e-6))
check('叠加偏移后俯仰角对齐', close(forwardPitch(cameraForward(aligned)), 0.25, 1e-6))
// ---------- 透视投影 ----------
const projection = perspectiveMatrix(Math.PI / 2, 2, 0.1, 10)
check('透视矩阵缩放项随视场角变化', close(projection[0], 0.5))
check('透视矩阵写入 w = -1(右手系)', projection[11] === -1)
console.log('vr360.test.ts: ok')
+229
View File
@@ -0,0 +1,229 @@
// VR360(全景)播放的配置模型、命名启发式识别与本地偏好。
//
// 网页端只能从文件名/路径和画幅比例推断「这段视频是不是全景/VR」,任何信号
// 都不绝对可靠,所以这里只负责给出「大概率正确」的初始配置:识别结果不写入
// 数据库,用户随时可以在播放器菜单里改投影方式与立体布局,改动只影响本机。
export type Vr360Projection = 'equirect360' | 'equirect180' | 'fisheye180'
export type Vr360Stereo = 'mono' | 'sbs' | 'ou'
export type Vr360Profile = {
/** 画面投影方式:360 等距柱状、180 等距柱状、180 鱼眼。 */
projection: Vr360Projection
/** 立体布局:单眼、左右并排、上下并排。 */
stereo: Vr360Stereo
}
export const DEFAULT_VR360_PROFILE: Vr360Profile = {
projection: 'equirect360',
stereo: 'mono',
}
/** 视场角可调范围(度):数值越小画面越「拉近」。 */
export const VR360_MIN_FOV = 35
export const VR360_MAX_FOV = 110
export const VR360_DEFAULT_FOV = 75
export const VR360_PROJECTION_OPTIONS: Array<[Vr360Projection, string]> = [
['equirect360', '360° 全景'],
['equirect180', '180° 半景'],
['fisheye180', '180° 鱼眼'],
]
export const VR360_STEREO_OPTIONS: Array<[Vr360Stereo, string]> = [
['mono', '单眼'],
['sbs', '左右并排'],
['ou', '上下并排'],
]
export function vr360ProjectionLabel(projection: Vr360Projection): string {
return VR360_PROJECTION_OPTIONS.find(([value]) => value === projection)?.[1] ?? '360° 全景'
}
export function vr360StereoLabel(stereo: Vr360Stereo): string {
return VR360_STEREO_OPTIONS.find(([value]) => value === stereo)?.[1] ?? '单眼'
}
export function normalizeVr360Projection(value: unknown): Vr360Projection {
return value === 'equirect180' || value === 'fisheye180' ? value : 'equirect360'
}
export function normalizeVr360Stereo(value: unknown): Vr360Stereo {
return value === 'sbs' || value === 'ou' ? value : 'mono'
}
export function normalizeVr360Profile(value: unknown): Vr360Profile {
const profile = (value ?? {}) as Partial<Vr360Profile>
return {
projection: normalizeVr360Projection(profile.projection),
stereo: normalizeVr360Stereo(profile.stereo),
}
}
export function sameVr360Profile(a: Vr360Profile, b: Vr360Profile): boolean {
return a.projection === b.projection && a.stereo === b.stereo
}
// 立体素材(左右/上下并排)在普通屏幕上只取左眼画面:真正的双眼渲染需要
// WebXR 头显,网页里把两半都画出来只会得到重复画面。
export function vr360FrameUv(stereo: Vr360Stereo): {
scale: [number, number]
offset: [number, number]
} {
if (stereo === 'sbs') return { scale: [0.5, 1], offset: [0, 0] }
if (stereo === 'ou') return { scale: [1, 0.5], offset: [0, 0] }
return { scale: [1, 1], offset: [0, 0] }
}
export type Vr360DetectInput = {
title?: string
originalName?: string
path?: string
relativePath?: string
/** 视频画面宽度(媒体元数据或 ffprobe 结果)。 */
width?: number
/** 视频画面高度。 */
height?: number
}
export type Vr360Detection = {
profile: Vr360Profile
/** 文件名/路径里出现了明确的 VR 或全景关键词,可以放心自动进入 VR 模式。 */
confident: boolean
}
// 关键词分两类:明确的关键词按子串匹配("vr360" 里也含 "360"),
// 容易误伤的两字母缩写按独立词元匹配(避免 "1ou" / "sivr" 之类误判)。
const PANORAMA_SUBSTRINGS = ['360', 'equirect', 'insta360', 'pano', 'vuze', 'theta', '全景']
const FISHEYE_SUBSTRINGS = ['fisheye', '鱼眼']
const VR180_SUBSTRINGS = ['vr180', '180vr', '180°', '180度', '半景']
const SBS_SUBSTRINGS = ['side-by-side', 'sidebyside', 'side_by_side', '左右']
const OU_SUBSTRINGS = ['over-under', 'top-bottom', 'topbottom', '上下']
const VR_TOKENS = ['vr']
const SBS_TOKENS = ['sbs', 'hsbs', 'lr']
const OU_TOKENS = ['ou', 'tb', 'vou', 'tou']
function detectText(input: Vr360DetectInput): string {
return [input.path, input.relativePath, input.originalName, input.title]
.filter((value): value is string => Boolean(value))
.join(' ')
.toLowerCase()
}
// 文件名比标题可靠:标题里可能出现「VR」之类的普通单词,文件名里的 "vr" 通常
// 是作品编号的一部分(如 sivr-270、ipvr00192)。
function detectNameText(input: Vr360DetectInput): string {
return [input.path, input.relativePath, input.originalName]
.filter((value): value is string => Boolean(value))
.join(' ')
.toLowerCase()
}
function detectTokens(text: string): Set<string> {
return new Set(text.split(/[^a-z0-9]+/).filter(Boolean))
}
function hasSubstring(text: string, needles: string[]): boolean {
return needles.some((needle) => text.includes(needle))
}
function hasToken(tokens: Set<string>, needles: string[]): boolean {
return needles.some((needle) => tokens.has(needle))
}
function aspectRatio(input: Vr360DetectInput): number | null {
const width = input.width ?? 0
const height = input.height ?? 0
if (width <= 0 || height <= 0) return null
const ratio = width / height
return Number.isFinite(ratio) && ratio > 0 ? ratio : null
}
/**
* 依据文件名/路径关键词与画幅比例推断 VR 配置。
*
* 关键词比画幅可靠:2:1 既可能是 360 单眼,也可能是 180 左右并排,所以比例只
* 在没有明确关键词时补默认值(4:1 ⇒ 左右并排;约 1:1 的 360 ⇒ 上下并排)。
*/
export function detectVr360Profile(input: Vr360DetectInput): Vr360Detection {
const text = detectText(input)
const nameText = detectNameText(input)
const tokens = detectTokens(text)
const fisheye = hasSubstring(text, FISHEYE_SUBSTRINGS)
const vr180 = hasSubstring(text, VR180_SUBSTRINGS)
const panorama = hasSubstring(text, PANORAMA_SUBSTRINGS)
const vrToken = hasToken(tokens, VR_TOKENS) || nameText.includes('vr')
const confident = fisheye || vr180 || panorama || vrToken
let projection: Vr360Projection = DEFAULT_VR360_PROFILE.projection
if (fisheye) projection = 'fisheye180'
else if (vr180) projection = 'equirect180'
// 只有 "VR" 一个信号、没有 360/全景关键词时,按更常见的 VR180 处理。
else if (vrToken && !panorama) projection = 'equirect180'
const sbs = hasSubstring(text, SBS_SUBSTRINGS) || hasToken(tokens, SBS_TOKENS)
const ou = hasSubstring(text, OU_SUBSTRINGS) || hasToken(tokens, OU_TOKENS)
let stereo: Vr360Stereo = 'mono'
if (sbs !== ou) stereo = sbs ? 'sbs' : 'ou'
const ratio = aspectRatio(input)
if (ratio !== null && stereo === 'mono') {
if (projection === 'equirect360') {
// 4:1 基本只可能是 360 左右并排(如 7680x1920);
// 约 1:1 的 360 素材多为上下并排(如 3840x3840)。
if (ratio >= 3.4) stereo = 'sbs'
else if (ratio <= 1.05) stereo = 'ou'
} else {
// VR180 单眼是 1:1,左右并排是 2:1,上下并排是 1:2。
if (ratio >= 1.8 && ratio <= 2.2) stereo = 'sbs'
else if (ratio <= 0.6) stereo = 'ou'
}
}
return { profile: { projection, stereo }, confident }
}
const VR360_PREF_KEY = 'mebox.player.vr360'
export type Vr360Preference = {
/** 是否按文件名/画幅自动进入 VR 模式;用户可以关掉,避免误判干扰正常播放。 */
autoDetect: boolean
/** 用户上次选定的投影与布局,作为下次手动进入 VR 模式时的默认值。 */
profile: Vr360Profile
}
export const DEFAULT_VR360_PREFERENCE: Vr360Preference = {
autoDetect: true,
profile: DEFAULT_VR360_PROFILE,
}
export function loadVr360Preference(): Vr360Preference {
if (typeof window === 'undefined') return DEFAULT_VR360_PREFERENCE
try {
const raw = window.localStorage.getItem(VR360_PREF_KEY)
if (!raw) return DEFAULT_VR360_PREFERENCE
const parsed = JSON.parse(raw) as Partial<Vr360Preference>
return {
autoDetect: parsed.autoDetect !== false,
profile: normalizeVr360Profile(parsed.profile),
}
} catch {
return DEFAULT_VR360_PREFERENCE
}
}
export function saveVr360Preference(preference: Vr360Preference): void {
try {
window.localStorage.setItem(
VR360_PREF_KEY,
JSON.stringify({
autoDetect: preference.autoDetect !== false,
profile: normalizeVr360Profile(preference.profile),
}),
)
} catch {
// 隐私模式下 localStorage 不可用;播放器仍可正常使用 VR 模式。
}
}
+154
View File
@@ -0,0 +1,154 @@
// VR360 播放用到的纯数学:3x3 旋转矩阵、设备姿态到相机姿态、透视投影。
//
// 坐标约定(与 W3C DeviceOrientation 规范一致,右手系):
// x = 东(设备右侧),y = 北(设备顶部),z = 天空(设备屏幕朝外)
// 相机看向相机局部坐标的 -z,设备平放时 -z 指向地面,因此设备平放时视角朝下,
// 竖持手机(beta=90°)时视角水平向前 —— 与手机陀螺仪的实际手感一致。
//
// 所有 3x3 矩阵都是 WebGL 默认的列主序(column-major)Float32Array(9),
// 可以直接交给 gl.uniformMatrix3fv,不需要转置。
export type Mat3 = Float32Array
export function degToRad(degrees: number): number {
return (degrees * Math.PI) / 180
}
export function clampNumber(value: number, min: number, max: number): number {
if (!Number.isFinite(value)) return min
return Math.min(max, Math.max(min, value))
}
export function createMat3(
m00: number, m10: number, m20: number,
m01: number, m11: number, m21: number,
m02: number, m12: number, m22: number,
): Mat3 {
// WebGL 列主序内存布局:[col0, col1, col2]
return new Float32Array([m00, m10, m20, m01, m11, m21, m02, m12, m22])
}
export function identity3(): Mat3 {
return createMat3(1, 0, 0, 0, 1, 0, 0, 0, 1)
}
export function rotationX(radians: number): Mat3 {
const c = Math.cos(radians)
const s = Math.sin(radians)
return createMat3(1, 0, 0, 0, c, s, 0, -s, c)
}
export function rotationY(radians: number): Mat3 {
const c = Math.cos(radians)
const s = Math.sin(radians)
return createMat3(c, 0, -s, 0, 1, 0, s, 0, c)
}
export function rotationZ(radians: number): Mat3 {
const c = Math.cos(radians)
const s = Math.sin(radians)
return createMat3(c, s, 0, -s, c, 0, 0, 0, 1)
}
/** 先施加 b,再施加 a(即矩阵乘积 a·b)。 */
export function multiply3(a: Mat3, b: Mat3): Mat3 {
const out = new Float32Array(9)
for (let col = 0; col < 3; col++) {
for (let row = 0; row < 3; row++) {
let sum = 0
for (let k = 0; k < 3; k++) {
sum += a[k * 3 + row] * b[col * 3 + k]
}
out[col * 3 + row] = sum
}
}
return out
}
/** 旋转矩阵的逆等于转置。 */
export function transpose3(m: Mat3): Mat3 {
const out = new Float32Array(9)
for (let col = 0; col < 3; col++) {
for (let row = 0; row < 3; row++) {
out[col * 3 + row] = m[row * 3 + col]
}
}
return out
}
export function applyDirection(m: Mat3, x: number, y: number, z: number): [number, number, number] {
return [
m[0] * x + m[3] * y + m[6] * z,
m[1] * x + m[4] * y + m[7] * z,
m[2] * x + m[5] * y + m[8] * z,
]
}
/** 相机在世界坐标中的朝向(相机局部 -z)。 */
export function cameraForward(camera: Mat3): [number, number, number] {
const forward = applyDirection(camera, 0, 0, -1)
const length = Math.hypot(forward[0], forward[1], forward[2]) || 1
return [forward[0] / length, forward[1] / length, forward[2] / length]
}
/** 相机朝向的水平方位角(0 = +y 即正北,顺时针转向 +x 即正东)。 */
export function forwardYaw(forward: [number, number, number]): number {
return Math.atan2(forward[0], forward[1])
}
/** 相机朝向的俯仰角(+ 抬头,- 低头)。 */
export function forwardPitch(forward: [number, number, number]): number {
return Math.asin(clampNumber(forward[2], -1, 1))
}
/**
* 由「用户拖拽/默认视角」的方位角与俯仰角构造相机姿态。
* 默认(yaw = 0, pitch = 0)时相机水平看向 +y,画面中的地平线保持水平。
*/
export function cameraFromYawPitch(yaw: number, pitch: number): Mat3 {
return multiply3(rotationZ(-yaw), rotationX(Math.PI / 2 + pitch))
}
/**
* 由设备姿态构造相机姿态(W3C 规范:R = Rz(α)·Rx(β)·Ry(γ)),
* 再按屏幕旋转角做一次横滚校正,使画面正向与屏幕正向一致。
*/
export function cameraFromDeviceOrientation(
alpha: number,
beta: number,
gamma: number,
screenAngle: number,
): Mat3 {
const device = multiply3(multiply3(rotationZ(alpha), rotationX(beta)), rotationY(gamma))
return multiply3(device, rotationZ(-screenAngle))
}
/**
* 在设备姿态之上叠加用户拖拽产生的视角偏移:水平方向围绕世界 z 轴旋转,
* 垂直方向围绕相机自身的右轴倾斜(小角度下等效于抬头/低头)。
*/
export function applyViewOffset(camera: Mat3, yawOffset: number, pitchOffset: number): Mat3 {
return multiply3(rotationZ(-yawOffset), multiply3(camera, rotationX(pitchOffset)))
}
/** 世界坐标 → 相机坐标的视图矩阵(纯旋转,所以就是转置)。 */
export function viewMatrixFromCamera(camera: Mat3): Mat3 {
return transpose3(camera)
}
/** 标准透视投影矩阵(列主序 4x4)。 */
export function perspectiveMatrix(
fovY: number,
aspect: number,
near: number,
far: number,
): Float32Array {
const f = 1 / Math.tan(fovY / 2)
const rangeInv = 1 / (near - far)
return new Float32Array([
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (far + near) * rangeInv, -1,
0, 0, 2 * far * near * rangeInv, 0,
])
}
+365
View File
@@ -0,0 +1,365 @@
// 用一段 WebGL 把 <video> 贴到球面/半球面上,实现 360°/180° 全景播放。
//
// 不引入 three.js:整个渲染器只是一段着色器 + 一个网格 + 一张视频纹理,依赖
// 极小,同时也不会把播放页首屏体积撑大(该模块由播放器按需懒加载)。
//
// 视频元素始终是同一个正在播放的 <video>,这里只把它当前的帧采样到球面上,
// 因此 HLS、直连、115 云转码等所有播放方式都能直接复用。
import type { Mat3 } from './vr360Math'
import { perspectiveMatrix } from './vr360Math'
import {
VR360_DEFAULT_FOV,
VR360_MAX_FOV,
VR360_MIN_FOV,
type Vr360Projection,
} from './vr360'
export type Vr360Renderer = {
setProjection(projection: Vr360Projection): void
/** 立体素材裁切:只取左眼所在的半张画面。 */
setFrameUv(scale: [number, number], offset: [number, number]): void
setView(view: Mat3): void
setFov(fovDeg: number): void
resize(width: number, height: number): void
draw(): void
dispose(): void
}
export type Vr360RendererOptions = {
/** WebGL 上下文丢失(移动端切后台、系统回收 GPU 资源)时回调,由调用方退出 VR 模式。 */
onContextLost?: () => void
/** 视频帧无法写入纹理(跨域污染等)时回调。 */
onTextureError?: (error: unknown) => void
}
const VERTEX_SHADER = `
attribute vec3 aPosition;
attribute vec2 aUv;
uniform mat3 uView;
uniform mat4 uProjection;
uniform vec2 uUvScale;
uniform vec2 uUvOffset;
varying vec2 vUv;
void main() {
vUv = aUv * uUvScale + uUvOffset;
gl_Position = uProjection * vec4(uView * aPosition, 1.0);
}
`
const FRAGMENT_SHADER = `
precision mediump float;
uniform sampler2D uTexture;
varying vec2 vUv;
void main() {
gl_FragColor = texture2D(uTexture, vUv);
}
`
// 球面半径为 1 个单位,相机固定在球心,远近裁剪面据此选取。
const NEAR_PLANE = 0.1
const FAR_PLANE = 10
type Mesh = {
positions: Float32Array
uvs: Float32Array
indices: Uint16Array
indexCount: number
}
type GridPoint = {
position: [number, number, number]
uv: [number, number]
}
function buildGrid(
columns: number,
rows: number,
point: (col: number, row: number) => GridPoint,
): Mesh {
const positions = new Float32Array((columns + 1) * (rows + 1) * 3)
const uvs = new Float32Array((columns + 1) * (rows + 1) * 2)
for (let row = 0; row <= rows; row++) {
for (let col = 0; col <= columns; col++) {
const index = row * (columns + 1) + col
const { position, uv } = point(col, row)
positions[index * 3] = position[0]
positions[index * 3 + 1] = position[1]
positions[index * 3 + 2] = position[2]
uvs[index * 2] = uv[0]
uvs[index * 2 + 1] = uv[1]
}
}
const indices = new Uint16Array(columns * rows * 6)
let cursor = 0
for (let row = 0; row < rows; row++) {
for (let col = 0; col < columns; col++) {
const topLeft = row * (columns + 1) + col
const topRight = topLeft + 1
const bottomLeft = topLeft + columns + 1
const bottomRight = bottomLeft + 1
indices[cursor++] = topLeft
indices[cursor++] = bottomLeft
indices[cursor++] = topRight
indices[cursor++] = topRight
indices[cursor++] = bottomLeft
indices[cursor++] = bottomRight
}
}
return { positions, uvs, indices, indexCount: indices.length }
}
/**
* 等距柱状投影:水平覆盖 ±span,垂直覆盖 -90°~+90°。
* u 从 0(左端)到 1(右端),v 从 0(画面顶部)到 1(画面底部)。
*/
function buildEquirectMesh(span: number): Mesh {
const columns = 96
const rows = 48
return buildGrid(columns, rows, (col, row) => {
const lambda = -span + (2 * span * col) / columns
const phi = -Math.PI / 2 + (Math.PI * row) / rows
const cosPhi = Math.cos(phi)
return {
position: [Math.sin(lambda) * cosPhi, Math.cos(lambda) * cosPhi, Math.sin(phi)],
uv: [(lambda + span) / (2 * span), 0.5 - phi / Math.PI],
}
})
}
/**
* 180° 鱼眼(等距投影):画面中心是正前方,纹理半径 r 与偏角 θ 成正比。
* 方画幅内切圆之外的区域不参与采样,标准 VR180 鱼眼素材即如此。
*/
function buildFisheyeMesh(): Mesh {
const radial = 64
const azimuth = 96
const thetaMax = Math.PI / 2
return buildGrid(azimuth, radial, (col, row) => {
const psi = (2 * Math.PI * col) / azimuth
const theta = (thetaMax * row) / radial
const sinTheta = Math.sin(theta)
const radius = theta / thetaMax
return {
position: [sinTheta * Math.cos(psi), Math.cos(theta), sinTheta * Math.sin(psi)],
uv: [0.5 + 0.5 * radius * Math.cos(psi), 0.5 - 0.5 * radius * Math.sin(psi)],
}
})
}
function buildMesh(projection: Vr360Projection): Mesh {
if (projection === 'fisheye180') return buildFisheyeMesh()
if (projection === 'equirect180') return buildEquirectMesh(Math.PI / 2)
return buildEquirectMesh(Math.PI)
}
function compileShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | null {
const shader = gl.createShader(type)
if (!shader) return null
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
gl.deleteShader(shader)
return null
}
return shader
}
/**
* 在给定画布上创建全景渲染器;浏览器不支持 WebGL 时返回 null,调用方据此
* 退回普通播放,而不是给用户一个黑屏。
*/
export function createVr360Renderer(
canvas: HTMLCanvasElement,
video: HTMLVideoElement,
options: Vr360RendererOptions = {},
): Vr360Renderer | null {
const attributes: WebGLContextAttributes = {
alpha: false,
antialias: false,
depth: false,
stencil: false,
premultipliedAlpha: false,
preserveDrawingBuffer: false,
powerPreference: 'high-performance',
}
const gl = (canvas.getContext('webgl2', attributes) ??
canvas.getContext('webgl', attributes)) as WebGLRenderingContext | null
if (!gl) return null
const vertexShader = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER)
const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER)
if (!vertexShader || !fragmentShader) return null
const program = gl.createProgram()
if (!program) return null
gl.attachShader(program, vertexShader)
gl.attachShader(program, fragmentShader)
gl.linkProgram(program)
gl.deleteShader(vertexShader)
gl.deleteShader(fragmentShader)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
gl.deleteProgram(program)
return null
}
const positionLocation = gl.getAttribLocation(program, 'aPosition')
const uvLocation = gl.getAttribLocation(program, 'aUv')
const viewLocation = gl.getUniformLocation(program, 'uView')
const projectionLocation = gl.getUniformLocation(program, 'uProjection')
const uvScaleLocation = gl.getUniformLocation(program, 'uUvScale')
const uvOffsetLocation = gl.getUniformLocation(program, 'uUvOffset')
const textureLocation = gl.getUniformLocation(program, 'uTexture')
const positionBuffer = gl.createBuffer()
const uvBuffer = gl.createBuffer()
const indexBuffer = gl.createBuffer()
const texture = gl.createTexture()
if (!positionBuffer || !uvBuffer || !indexBuffer || !texture) return null
gl.bindTexture(gl.TEXTURE_2D, texture)
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// 先放一张 1x1 黑色占位图,视频帧尚未就绪时也不会出现未定义内容。
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 255]),
)
gl.disable(gl.CULL_FACE)
gl.disable(gl.DEPTH_TEST)
gl.disable(gl.BLEND)
gl.clearColor(0, 0, 0, 1)
let indexCount = 0
let uvScale: [number, number] = [1, 1]
let uvOffset: [number, number] = [0, 0]
let view: Mat3 = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1])
let fov = VR360_DEFAULT_FOV
let displayWidth = 1
let displayHeight = 1
let disposed = false
let contextLost = false
const uploadMesh = (mesh: Mesh) => {
indexCount = mesh.indexCount
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)
gl.bufferData(gl.ARRAY_BUFFER, mesh.positions, gl.STATIC_DRAW)
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer)
gl.bufferData(gl.ARRAY_BUFFER, mesh.uvs, gl.STATIC_DRAW)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, mesh.indices, gl.STATIC_DRAW)
}
uploadMesh(buildMesh('equirect360'))
const handleContextLost = (event: Event) => {
// 必须 preventDefault,否则上下文不会被标记为可恢复;这里直接让上层退出 VR。
event.preventDefault()
contextLost = true
options.onContextLost?.()
}
canvas.addEventListener('webglcontextlost', handleContextLost)
return {
setProjection(projection: Vr360Projection) {
if (disposed) return
uploadMesh(buildMesh(projection))
},
setFrameUv(scale: [number, number], offset: [number, number]) {
uvScale = scale
uvOffset = offset
},
setView(next: Mat3) {
view = next
},
setFov(next: number) {
fov = Math.min(VR360_MAX_FOV, Math.max(VR360_MIN_FOV, next))
},
resize(nextWidth: number, nextHeight: number) {
if (disposed) return
// 画布位置与尺寸完全交给 CSS(inset-0 + 100%),绘制缓冲区只跟随它。
// 否则「观测到画布变大 → 设置更大的缓冲区 → 布局再次变大」会指数放大。
canvas.style.width = '100%'
canvas.style.height = '100%'
// 移动端按 DPR 渲染 4K 视频纹理代价很高,上限锁 2 倍。
const dpr = Math.min(2, Math.max(1, window.devicePixelRatio || 1))
displayWidth = Math.max(1, nextWidth)
displayHeight = Math.max(1, nextHeight)
const pixelWidth = Math.max(1, Math.round(displayWidth * dpr))
const pixelHeight = Math.max(1, Math.round(displayHeight * dpr))
if (canvas.width !== pixelWidth) canvas.width = pixelWidth
if (canvas.height !== pixelHeight) canvas.height = pixelHeight
},
draw() {
if (disposed || contextLost) return
if (canvas.width < 1 || canvas.height < 1) return
gl.viewport(0, 0, canvas.width, canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT)
if (video.readyState >= 2 && video.videoWidth > 0) {
try {
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video)
} catch (error) {
options.onTextureError?.(error)
}
}
gl.useProgram(program)
gl.uniformMatrix3fv(viewLocation, false, view)
gl.uniformMatrix4fv(
projectionLocation,
false,
perspectiveMatrix(
(fov * Math.PI) / 180,
displayWidth / displayHeight,
NEAR_PLANE,
FAR_PLANE,
),
)
gl.uniform2f(uvScaleLocation, uvScale[0], uvScale[1])
gl.uniform2f(uvOffsetLocation, uvOffset[0], uvOffset[1])
gl.uniform1i(textureLocation, 0)
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)
gl.enableVertexAttribArray(positionLocation)
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer)
gl.enableVertexAttribArray(uvLocation)
gl.vertexAttribPointer(uvLocation, 2, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer)
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 0)
},
dispose() {
if (disposed) return
disposed = true
canvas.removeEventListener('webglcontextlost', handleContextLost)
gl.bindBuffer(gl.ARRAY_BUFFER, null)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)
gl.deleteBuffer(positionBuffer)
gl.deleteBuffer(uvBuffer)
gl.deleteBuffer(indexBuffer)
gl.deleteTexture(texture)
gl.deleteProgram(program)
// 主动释放上下文:移动端同时存活多个 WebGL 上下文会被浏览器强制回收。
gl.getExtension('WEBGL_lose_context')?.loseContext()
},
}
}