Fix : prevent render retrigger when color changes
This commit is contained in:
@@ -11,11 +11,14 @@ const shaderOptions = { quality: 6, framerate: 1000 / 60 }
|
||||
const bounds = { left: 0, bottom: 0 }
|
||||
const screen = { width: 0, height: 0, devicePixelRatio: 0 }
|
||||
|
||||
const _colorStart = [0, 0, 0]
|
||||
const _colorEnd = [0, 0, 0]
|
||||
|
||||
let fragmentShader = resolveLygia(noise);
|
||||
|
||||
let canvas: OffscreenCanvas
|
||||
|
||||
async function main(canvas: OffscreenCanvas, fragmentShader2: string, _colorStart: [number, number, number], _colorEnd: [number, number, number]) {
|
||||
async function main(canvas: OffscreenCanvas, fragmentShader2: string) {
|
||||
const gl = canvas.getContext("webgl");
|
||||
if (!gl) {
|
||||
return;
|
||||
@@ -109,9 +112,7 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string, _colorStar
|
||||
|
||||
|
||||
const aspectRatio = Math.max(screen.width, screen.height) * screen.devicePixelRatio
|
||||
|
||||
gl2.uniform2f(offset, bounds.left, -bounds.bottom);
|
||||
// console.log(canvas.getBoundingClientRect().left * window.devicePixelRatio)
|
||||
gl2.uniform1i(quality, shaderOptions.quality)
|
||||
gl2.uniform2f(resolutionLocation, aspectRatio, aspectRatio);
|
||||
gl2.uniform3f(colorStart, _colorStart[0], _colorStart[1], _colorStart[2]);
|
||||
@@ -122,9 +123,11 @@ async function main(canvas: OffscreenCanvas, fragmentShader2: string, _colorStar
|
||||
0, // offset
|
||||
6, // num vertices to process
|
||||
);
|
||||
requestAnimationFrame(render)
|
||||
}
|
||||
self.clearInterval(interval)
|
||||
interval = self.setInterval(() => requestAnimationFrame(render), shaderOptions.framerate)
|
||||
// self.clearInterval(interval)
|
||||
// interval = self.setInterval(() => requestAnimationFrame(render), shaderOptions.framerate)
|
||||
requestAnimationFrame(render)
|
||||
}
|
||||
|
||||
self.addEventListener("message", (e) => {
|
||||
@@ -132,25 +135,31 @@ self.addEventListener("message", (e) => {
|
||||
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
|
||||
screen.devicePixelRatio = data.screen.devicePixelRatio
|
||||
screen.width = data.screen.width
|
||||
screen.height = data.screen.height
|
||||
_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") {
|
||||
shaderOptions.quality = data.shaderOptions.quality
|
||||
shaderOptions.framerate = data.shaderOptions.framerate
|
||||
|
||||
reloadShader(data.canvas, data.colorStart, data.colorEnd)
|
||||
reloadShader()
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
async function reloadShader(canvas: OffscreenCanvas, _colorStart: [number, number, number], _colorEnd: [number, number, number]) {
|
||||
async function reloadShader() {
|
||||
if (!canvas) { return }
|
||||
let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + shaderOptions.quality);
|
||||
self.clearInterval(interval)
|
||||
main(canvas, fragmentShader2, _colorStart, _colorEnd);
|
||||
main(canvas, fragmentShader2);
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
<script setup lang="ts">
|
||||
const settingsStore = useSettingsStore()
|
||||
import { off } from 'process';
|
||||
|
||||
import ShaderWorker from '~/assets/workers/ShaderWorker?worker'
|
||||
const worker = new ShaderWorker()
|
||||
|
||||
@@ -49,6 +49,8 @@ function resizeShader() {
|
||||
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
|
||||
})
|
||||
}
|
||||
|
||||
@@ -58,11 +60,22 @@ function endShader() {
|
||||
})
|
||||
}
|
||||
|
||||
watch(() => [settingsStore.shaderQuality, settingsStore.shaderFramerate, props.colorEnd, props.colorStart], () => {
|
||||
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
|
||||
})
|
||||
}
|
||||
})
|
||||
|
||||
onMounted(async () => {
|
||||
nextTick(() => {
|
||||
initShader()
|
||||
|
||||
@@ -60,7 +60,6 @@ function can_buy_fire_gem(): boolean {
|
||||
|
||||
function checkEndTurn() {
|
||||
// TODO: Add a confirmation dialog if resources are left
|
||||
console.log("Checking end turn")
|
||||
if (
|
||||
(!warning.value)
|
||||
&& has_actions_remaining()) {
|
||||
|
||||
Reference in New Issue
Block a user