WIP : shader Worker

This commit is contained in:
2024-05-22 10:32:42 +02:00
parent 6f7b1bdf03
commit ca87817b33
3 changed files with 211 additions and 125 deletions
+55 -116
View File
@@ -1,16 +1,11 @@
<script setup lang="ts">
import noise from "~/assets/shaders/noise.frag?raw"
const settingsStore = useSettingsStore()
import { off } from 'process';
import ShaderWorker from '~/assets/workers/ShaderWorker?worker'
const worker = new ShaderWorker()
const canvas = ref<HTMLCanvasElement | null>(null)
const settingsStore = useSettingsStore()
declare const webglUtils: {
createProgramFromSources: (gl: WebGLRenderingContext, array: [string, string]) => WebGLProgram,
resizeCanvasToDisplaySize: (e: HTMLCanvasElement | OffscreenCanvas) => any
}
declare const resolveLygiaAsync: (source: string) => Promise<string>
export interface Props {
colorStart?: [number, number, number]
colorEnd?: [number, number, number]
@@ -20,122 +15,66 @@ const props = withDefaults(defineProps<Props>(), {
colorEnd: () => [0, 1, 0]
})
const targetFramerate = 1000 / settingsStore.shaderFramerate
const interval = ref<ReturnType<typeof setInterval>>()
let fragmentShader = await resolveLygiaAsync(noise);
async function main(canvas: HTMLCanvasElement, fragmentShader2: string) {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
const gl = canvas.getContext("webgl");
if (!gl) {
return;
}
const vs = `attribute vec4 a_position;void main() {gl_Position = a_position;}`;
// setup GLSL program
const program = webglUtils.createProgramFromSources(gl, [vs, fragmentShader2]);
// look up where the vertex data needs to go.
const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
// look up uniform locations
const offset = gl.getUniformLocation(program, "u_offset");
const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
const colorStart = gl.getUniformLocation(program, "u_color_start");
const quality = gl.getUniformLocation(program, "u_quality");
const colorEnd = gl.getUniformLocation(program, "u_color_end");
const timeLocation = gl.getUniformLocation(program, "u_time");
// Create a buffer to put three 2d clip space points in
const positionBuffer = gl.createBuffer();
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// fill it with a 2 triangles that cover clipspace
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, // first triangle
1, -1,
-1, 1,
-1, 1, // second triangle
1, -1,
1, 1,
]), gl.STATIC_DRAW);
const gl2 = gl
function render(time: number) {
time *= 0.001; // convert to seconds
webglUtils.resizeCanvasToDisplaySize(gl2.canvas);
// Tell WebGL how to convert from clip space to pixels
gl2.viewport(0, 0, gl2.canvas.width, gl2.canvas.height);
// Tell it to use our program (pair of shaders)
gl2.useProgram(program);
// Turn on the attribute
gl2.enableVertexAttribArray(positionAttributeLocation);
// Bind the position buffer.
gl2.bindBuffer(gl2.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
gl2.vertexAttribPointer(
positionAttributeLocation,
2, // 2 components per iteration
gl2.FLOAT, // the data is 32bit floats
false, // don't normalize the data
0, // 0 = move forward size * sizeof(type) each iteration to get the next position
0, // start at the beginning of the buffer
);
const bounds = canvas.getBoundingClientRect()
const aspectRatio = Math.max(window.screen.width, window.screen.height) * devicePixelRatio
gl2.uniform2f(offset, bounds.left, -bounds.bottom);
// console.log(canvas.getBoundingClientRect().left * window.devicePixelRatio)
gl2.uniform1i(quality, settingsStore.shaderQuality)
gl2.uniform2f(resolutionLocation, aspectRatio, aspectRatio);
gl2.uniform3f(colorStart, props.colorStart[0], props.colorStart[1], props.colorStart[2]);
gl2.uniform3f(colorEnd, props.colorEnd[0], props.colorEnd[1], props.colorEnd[2]);
gl2.uniform1f(timeLocation, time);
gl2.drawArrays(
gl2.TRIANGLES,
0, // offset
6, // num vertices to process
);
}
clearInterval(interval.value)
interval.value = setInterval(() => requestAnimationFrame(render), targetFramerate)
function initShader() {
if (!canvas.value) { return }
const offscreen = canvas.value?.transferControlToOffscreen()
worker.postMessage({
command: "initShader",
canvas: offscreen
}, [offscreen])
}
async function reloadShader() {
nextTick(() => {
if (!canvas.value) { return }
let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + settingsStore.shaderQuality);
clearInterval(interval.value)
main(canvas.value, fragmentShader2);
})
}
watch(() => settingsStore.shaderQuality, (newValue, oldValue) => {
function safeReloadShader() {
reloadShader()
})
}
function reloadShader() {
const bounds = canvas.value?.getBoundingClientRect()
if (!bounds) { return }
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 },
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 },
})
}
function endShader() {
worker.postMessage({
command: 'killShader'
})
}
watch(() => [settingsStore.shaderQuality, settingsStore.shaderFramerate, props.colorEnd, props.colorStart], () => {
safeReloadShader()
})
onMounted(async () => {
reloadShader()
nextTick(() => {
initShader()
window.addEventListener("resize", resizeShader, true)
safeReloadShader()
})
})
onUnmounted(() => {
clearInterval(interval.value)
window.removeEventListener("resize", resizeShader)
endShader()
})
</script>