Feat : handle settings gracefully

This commit is contained in:
2024-05-24 17:19:31 +02:00
parent 766dc92931
commit 4ea5c25a47
5 changed files with 131 additions and 77 deletions
+2
View File
@@ -16,6 +16,7 @@ uniform float u_time;
void main(){
vec2 st=(gl_FragCoord.xy+u_offset)/u_resolution;
vec2 q=vec2(0.);
q.x=fbm(st);
q.y=fbm(st+vec2(1.));
@@ -31,4 +32,5 @@ void main(){
vec3 color=mix(u_color_start,u_color_end,f*.3);
gl_FragColor=vec4(color,1.);
}
+68 -23
View File
@@ -6,9 +6,9 @@ import resolveLygia from "https://lygia.xyz/resolve.esm.js"
declare const resolveLygia: (source: string) => string
let interval: number
let timeout: number
const shaderOptions = { quality: 6, framerate: 1000 / 60 }
const bounds = { left: 0, bottom: 0 }
const shaderOptions = { quality: 1, framerate: 1000 / 60 }
const screen = { width: 0, height: 0, devicePixelRatio: 0 }
const _colorStart = [0, 0, 0]
@@ -18,19 +18,22 @@ let fragmentShader = resolveLygia(noise);
let canvas: OffscreenCanvas
async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
let render: (time: number) => void
let must_resize = false
async function main(canvas: OffscreenCanvas) {
const gl = canvas.getContext("webgl");
if (!gl) {
return;
}
// setup GLSL program
const program = gl.createProgram()
if (!program) { return }
const fragment = gl.createShader(gl.FRAGMENT_SHADER);
if (!fragment) { return }
gl.shaderSource(fragment, fragmentShader2)
gl.shaderSource(fragment, fragmentShader)
gl.compileShader(fragment);
if (!gl.getShaderParameter(fragment, gl.COMPILE_STATUS)) {
const lastError = gl.getShaderInfoLog(fragment);
@@ -87,6 +90,12 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
const gl2 = gl
function render(time: number) {
if (must_resize) {
canvas.width = screen.width * shaderOptions.quality / 10
canvas.height = screen.height * shaderOptions.quality / 10
must_resize = false;
}
time *= 0.001; // convert to seconds
// Tell WebGL how to convert from clip space to pixels
gl2.viewport(0, 0, gl2.canvas.width, gl2.canvas.height);
@@ -110,11 +119,19 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
0, // start at the beginning of the buffer
);
const secondRatio = screen.width / screen.height
const aspectRatio = Math.max(screen.width, screen.height) * screen.devicePixelRatio
gl2.uniform2f(offset, bounds.left, -bounds.bottom);
if (secondRatio < 1) {
const half = canvas.height / 2
gl2.uniform2f(resolutionLocation, canvas.width, canvas.height * secondRatio);
gl2.uniform2f(offset, 0, -half + ((half) / (1 / secondRatio)));
} else {
const half = canvas.width / 2
gl2.uniform2f(resolutionLocation, canvas.width / secondRatio, canvas.height);
gl2.uniform2f(offset, -half + ((half) / secondRatio), 0);
}
gl2.uniform1i(quality, shaderOptions.quality)
gl2.uniform2f(resolutionLocation, aspectRatio, aspectRatio);
gl2.uniform3f(colorStart, _colorStart[0], _colorStart[1], _colorStart[2]);
gl2.uniform3f(colorEnd, _colorEnd[0], _colorEnd[1], _colorEnd[2]);
gl2.uniform1f(timeLocation, time);
@@ -123,43 +140,71 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
0, // offset
6, // num vertices to process
);
if (timeout) {
self.clearTimeout(timeout)
timeout = self.setTimeout(() => {
requestAnimationFrame(render)
}, 1000 / shaderOptions.framerate)
}
console.log("a")
}
// self.clearInterval(interval)
// interval = self.setInterval(() => requestAnimationFrame(render), shaderOptions.framerate)
// interval = self.setInterval(() => requestAnimationFrame(render), 1000 / shaderOptions.framerate)
self.clearTimeout(timeout)
timeout = self.setTimeout(() => {
requestAnimationFrame(render)
}, 1000 / shaderOptions.framerate)
return render
}
self.addEventListener("message", (e) => {
const data = e.data
if (data.command == "initShader") {
canvas = data.canvas
} else if (data.command == "killShader") {
console.log("killShader")
self.clearInterval(interval)
} else {
console.log(screen.devicePixelRatio)
bounds.bottom = data.bounds.bottom
bounds.left = data.bounds.left
shaderOptions.quality = data.shaderOptions.quality
screen.devicePixelRatio = data.screen.devicePixelRatio
screen.width = data.screen.width
screen.height = data.screen.height
loadShader()
} else if (data.command == "killShader") {
console.log("killShader")
self.clearInterval(interval)
self.clearTimeout(timeout)
}
else if (data.command == "resumeShader") {
self.clearInterval(interval)
self.clearTimeout(timeout)
shaderOptions.framerate = data.shaderOptions.framerate
if (shaderOptions.framerate == 65) {
shaderOptions.framerate == Infinity
}
timeout = self.setTimeout(() => {
requestAnimationFrame(render)
}, 1000 / shaderOptions.framerate)
// interval = self.setInterval(() => requestAnimationFrame(render), 1000 / shaderOptions.framerate)
} else if (data.command == "recolorShader") {
_colorStart[0] = data.colorStart[0]
_colorStart[1] = data.colorStart[1]
_colorStart[2] = data.colorStart[2]
_colorEnd[0] = data.colorEnd[0]
_colorEnd[1] = data.colorEnd[1]
_colorEnd[2] = data.colorEnd[2]
if (data.command == "reloadShader") {
} else if (data.command == "resizeShader") {
shaderOptions.quality = data.shaderOptions.quality
shaderOptions.framerate = data.shaderOptions.framerate
reloadShader()
}
screen.devicePixelRatio = data.screen.devicePixelRatio
screen.width = data.screen.width
screen.height = data.screen.height
must_resize = true
}
})
async function reloadShader() {
async function loadShader() {
if (!canvas) { return }
let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + shaderOptions.quality);
main(canvas, fragmentShader2);
console.log("a")
// let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + shaderOptions.quality);
const temp = await main(canvas);
if (temp) {
render = temp
}
}
+42 -36
View File
@@ -5,6 +5,7 @@ import ShaderWorker from '~/assets/workers/ShaderWorker?worker'
const worker = new ShaderWorker()
const canvas = ref<HTMLCanvasElement | null>(null)
const canvas_resize_temp = ref<HTMLCanvasElement | null>(null)
export interface Props {
colorStart?: [number, number, number]
@@ -20,80 +21,80 @@ function initShader() {
const offscreen = canvas.value?.transferControlToOffscreen()
worker.postMessage({
command: "initShader",
canvas: offscreen
canvas: offscreen,
screen: { height: window.innerHeight * devicePixelRatio, width: window.innerWidth * devicePixelRatio, devicePixelRatio },
shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
}, [offscreen])
if (settingsStore.shaderFramerate == 0) {
killShader()
}
function safeReloadShader() {
reloadShader()
resizeShader()
}
function reloadShader() {
const bounds = canvas.value?.getBoundingClientRect()
if (!bounds) { return }
function recolorShader() {
worker.postMessage({
command: 'reloadShader',
quality: settingsStore.shaderQuality,
framerate: settingsStore.shaderFramerate,
bounds: { left: bounds.left, bottom: bounds.bottom },
screen: { height: window.screen.height, width: window.screen.width, devicePixelRatio },
shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
command: 'recolorShader',
colorStart: props.colorStart,
colorEnd: props.colorEnd
})
}
function resizeShader() {
const bounds = canvas.value?.getBoundingClientRect()
if (!bounds) { return }
worker.postMessage({
command: 'changeBounds',
bounds: { left: bounds.left, bottom: bounds.bottom },
screen: { height: window.screen.height, width: window.screen.width, devicePixelRatio },
colorStart: props.colorStart,
colorEnd: props.colorEnd
command: 'resizeShader',
screen: { height: window.innerHeight * devicePixelRatio, width: window.innerWidth * devicePixelRatio, devicePixelRatio },
shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
})
}
function endShader() {
function killShader() {
worker.postMessage({
command: 'killShader'
})
}
watch(() => [settingsStore.shaderQuality, settingsStore.shaderFramerate], () => {
safeReloadShader()
})
let has_resized = false
watch(() => [props.colorEnd, props.colorStart], () => {
if (!has_resized) {
has_resized = true
nextTick(() => {
resizeShader()
has_resized = false
function resumeShader() {
worker.postMessage({
command: 'resumeShader',
shaderOptions: { quality: settingsStore.shaderQuality, framerate: settingsStore.shaderFramerate },
})
}
watch(() => [settingsStore.shaderFramerate], () => {
if (settingsStore.shaderFramerate == 0) {
killShader()
return
}
resumeShader()
})
watch(() => [settingsStore.shaderQuality], () => {
resizeShader()
})
watch(() => [props.colorEnd, props.colorStart], () => {
recolorShader()
})
onMounted(async () => {
nextTick(() => {
recolorShader()
initShader()
window.addEventListener("resize", resizeShader, true)
safeReloadShader()
})
})
onUnmounted(() => {
window.removeEventListener("resize", resizeShader)
endShader()
killShader()
})
</script>
<template>
<canvas v-if="settingsStore.shaderQuality != 0" ref="canvas" id="background">test</canvas>
<canvas ref="canvas" id="background" :class="{ pixelated: settingsStore.shaderPixelated }" width="480"
height="270">test</canvas>
</template>
<style scoped>
@@ -102,5 +103,10 @@ onUnmounted(() => {
position: absolute;
height: 100%;
width: 100%;
image-rendering: smooth;
}
#background.pixelated {
image-rendering: crisp-edges;
}
</style>
+15 -15
View File
@@ -6,6 +6,9 @@ export interface Props {
isVisible: boolean;
}
const _devicePixelRatio = computed(() => devicePixelRatio)
const _window = computed(() => window)
const props = withDefaults(defineProps<Props>(), {
})
@@ -15,10 +18,6 @@ const close = () => {
emit('close')
}
watch(() => settingsStore.shaderQuality, async () => {
console.log(settingsStore.shaderQuality)
})
</script>
<template>
@@ -40,27 +39,28 @@ watch(() => settingsStore.shaderQuality, async () => {
<span>Shader Quality</span>
</div>
<div class="dialog-body">
<input type="range" min="0" max="10" v-model="settingsStore.shaderQuality">
<input type="range" min="1" max="10" v-model="settingsStore.shaderQuality">
</div>
<div class="dialog-footer">
<span>
<template v-if="settingsStore.shaderQuality == 0">
Disabled
</template>
<template v-if="settingsStore.shaderQuality > 0">
{{ settingsStore.shaderQuality }}
</template>
</span>
<span>{{ _window.innerWidth * _devicePixelRatio * settingsStore.shaderQuality / 10 }}x{{ _window.innerHeight *
_devicePixelRatio * settingsStore.shaderQuality / 10 }}</span>
</div>
<div class="dialog-header">
<span>Shader Framerate</span>
</div>
<div class="dialog-body">
<input type="range" min="10" max="60" step="5" v-model="settingsStore.shaderFramerate"
<input type="range" min="0" max="65" step="5" v-model="settingsStore.shaderFramerate"
:disabled="settingsStore.shaderQuality == 0">
</div>
<div class="dialog-footer">
<span>{{ settingsStore.shaderFramerate }} fps</span>
<span v-if="settingsStore.shaderFramerate == 65">vsync</span>
<span v-else>{{ settingsStore.shaderFramerate }} fps</span>
</div>
<div class="dialog-header">
<span>Pixelated</span>
</div>
<div class="dialog-body">
<input type="checkbox" v-model="settingsStore.shaderPixelated">
</div>
</div>
</div>
+1
View File
@@ -10,6 +10,7 @@ export const useSettingsStore = defineStore("settingstore", {
cardStyle: CardStyles.HERON,
shaderQuality: 0,
shaderFramerate: 10,
shaderPixelated: false
}),
actions: {
switchCardStyles() {