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