Feat : handle settings gracefully
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@@ -6,9 +6,9 @@ import resolveLygia from "https://lygia.xyz/resolve.esm.js"
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declare const resolveLygia: (source: string) => string
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let interval: number
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let timeout: number
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const shaderOptions = { quality: 6, framerate: 1000 / 60 }
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const bounds = { left: 0, bottom: 0 }
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const shaderOptions = { quality: 1, framerate: 1000 / 60 }
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const screen = { width: 0, height: 0, devicePixelRatio: 0 }
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const _colorStart = [0, 0, 0]
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@@ -18,19 +18,22 @@ let fragmentShader = resolveLygia(noise);
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let canvas: OffscreenCanvas
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async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
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let render: (time: number) => void
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let must_resize = false
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async function main(canvas: OffscreenCanvas) {
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const gl = canvas.getContext("webgl");
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if (!gl) {
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return;
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}
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// setup GLSL program
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const program = gl.createProgram()
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if (!program) { return }
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const fragment = gl.createShader(gl.FRAGMENT_SHADER);
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if (!fragment) { return }
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gl.shaderSource(fragment, fragmentShader2)
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gl.shaderSource(fragment, fragmentShader)
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gl.compileShader(fragment);
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if (!gl.getShaderParameter(fragment, gl.COMPILE_STATUS)) {
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const lastError = gl.getShaderInfoLog(fragment);
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@@ -87,6 +90,12 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
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const gl2 = gl
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function render(time: number) {
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if (must_resize) {
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canvas.width = screen.width * shaderOptions.quality / 10
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canvas.height = screen.height * shaderOptions.quality / 10
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must_resize = false;
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}
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time *= 0.001; // convert to seconds
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// Tell WebGL how to convert from clip space to pixels
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gl2.viewport(0, 0, gl2.canvas.width, gl2.canvas.height);
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@@ -110,11 +119,19 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
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0, // start at the beginning of the buffer
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);
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const secondRatio = screen.width / screen.height
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const aspectRatio = Math.max(screen.width, screen.height) * screen.devicePixelRatio
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gl2.uniform2f(offset, bounds.left, -bounds.bottom);
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if (secondRatio < 1) {
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const half = canvas.height / 2
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gl2.uniform2f(resolutionLocation, canvas.width, canvas.height * secondRatio);
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gl2.uniform2f(offset, 0, -half + ((half) / (1 / secondRatio)));
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} else {
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const half = canvas.width / 2
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gl2.uniform2f(resolutionLocation, canvas.width / secondRatio, canvas.height);
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gl2.uniform2f(offset, -half + ((half) / secondRatio), 0);
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}
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gl2.uniform1i(quality, shaderOptions.quality)
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gl2.uniform2f(resolutionLocation, aspectRatio, aspectRatio);
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gl2.uniform3f(colorStart, _colorStart[0], _colorStart[1], _colorStart[2]);
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gl2.uniform3f(colorEnd, _colorEnd[0], _colorEnd[1], _colorEnd[2]);
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gl2.uniform1f(timeLocation, time);
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@@ -123,43 +140,71 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
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0, // offset
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6, // num vertices to process
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);
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requestAnimationFrame(render)
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if (timeout) {
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self.clearTimeout(timeout)
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timeout = self.setTimeout(() => {
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requestAnimationFrame(render)
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}, 1000 / shaderOptions.framerate)
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}
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console.log("a")
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}
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// self.clearInterval(interval)
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// interval = self.setInterval(() => requestAnimationFrame(render), shaderOptions.framerate)
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requestAnimationFrame(render)
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// interval = self.setInterval(() => requestAnimationFrame(render), 1000 / shaderOptions.framerate)
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self.clearTimeout(timeout)
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timeout = self.setTimeout(() => {
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requestAnimationFrame(render)
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}, 1000 / shaderOptions.framerate)
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return render
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}
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self.addEventListener("message", (e) => {
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const data = e.data
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if (data.command == "initShader") {
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canvas = data.canvas
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} else if (data.command == "killShader") {
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console.log("killShader")
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self.clearInterval(interval)
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} else {
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console.log(screen.devicePixelRatio)
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bounds.bottom = data.bounds.bottom
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bounds.left = data.bounds.left
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shaderOptions.quality = data.shaderOptions.quality
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screen.devicePixelRatio = data.screen.devicePixelRatio
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screen.width = data.screen.width
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screen.height = data.screen.height
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loadShader()
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} else if (data.command == "killShader") {
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console.log("killShader")
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self.clearInterval(interval)
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self.clearTimeout(timeout)
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}
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else if (data.command == "resumeShader") {
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self.clearInterval(interval)
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self.clearTimeout(timeout)
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shaderOptions.framerate = data.shaderOptions.framerate
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if (shaderOptions.framerate == 65) {
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shaderOptions.framerate == Infinity
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}
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timeout = self.setTimeout(() => {
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requestAnimationFrame(render)
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}, 1000 / shaderOptions.framerate)
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// interval = self.setInterval(() => requestAnimationFrame(render), 1000 / shaderOptions.framerate)
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} else if (data.command == "recolorShader") {
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_colorStart[0] = data.colorStart[0]
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_colorStart[1] = data.colorStart[1]
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_colorStart[2] = data.colorStart[2]
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_colorEnd[0] = data.colorEnd[0]
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_colorEnd[1] = data.colorEnd[1]
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_colorEnd[2] = data.colorEnd[2]
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if (data.command == "reloadShader") {
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shaderOptions.quality = data.shaderOptions.quality
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shaderOptions.framerate = data.shaderOptions.framerate
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reloadShader()
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}
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} else if (data.command == "resizeShader") {
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shaderOptions.quality = data.shaderOptions.quality
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screen.devicePixelRatio = data.screen.devicePixelRatio
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screen.width = data.screen.width
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screen.height = data.screen.height
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must_resize = true
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}
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})
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async function reloadShader() {
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async function loadShader() {
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if (!canvas) { return }
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let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + shaderOptions.quality);
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main(canvas, fragmentShader2);
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console.log("a")
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// let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + shaderOptions.quality);
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const temp = await main(canvas);
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if (temp) {
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render = temp
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}
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}
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