217 lines
7.6 KiB
TypeScript
217 lines
7.6 KiB
TypeScript
import noise from "~/assets/shaders/noise.frag?raw"
|
|
// @ts-ignore Import module
|
|
import resolveLygia from "https://lygia.xyz/resolve.esm.js"
|
|
|
|
|
|
declare const resolveLygia: (source: string) => string
|
|
|
|
let interval: number
|
|
let timeout: number
|
|
|
|
const shaderOptions = { quality: 1, framerate: 1000 / 60 }
|
|
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
|
|
|
|
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, fragmentShader)
|
|
gl.compileShader(fragment);
|
|
if (!gl.getShaderParameter(fragment, gl.COMPILE_STATUS)) {
|
|
const lastError = gl.getShaderInfoLog(fragment);
|
|
console.error(lastError)
|
|
gl.deleteShader(fragment);
|
|
return
|
|
}
|
|
|
|
const vertex = gl.createShader(gl.VERTEX_SHADER);
|
|
if (!vertex) { return }
|
|
gl.shaderSource(vertex, `attribute vec4 a_position;void main() {gl_Position = a_position;}`)
|
|
gl.compileShader(vertex);
|
|
if (!gl.getShaderParameter(vertex, gl.COMPILE_STATUS)) {
|
|
const lastError = gl.getShaderInfoLog(vertex);
|
|
console.error(lastError)
|
|
gl.deleteShader(vertex);
|
|
return
|
|
}
|
|
|
|
gl.attachShader(program, fragment)
|
|
gl.attachShader(program, vertex)
|
|
gl.linkProgram(program)
|
|
const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
|
|
if (!linked) { return }
|
|
// 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) {
|
|
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);
|
|
|
|
// 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 secondRatio = screen.width / screen.height
|
|
|
|
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.uniform3f(colorStart, _colorStart[0], _colorStart[1], _colorStart[2]);
|
|
gl2.uniform3f(colorEnd, _colorEnd[0], _colorEnd[1], _colorEnd[2]);
|
|
gl2.uniform1f(timeLocation, time);
|
|
gl2.drawArrays(
|
|
gl2.TRIANGLES,
|
|
0, // offset
|
|
6, // num vertices to process
|
|
);
|
|
if (timeout) {
|
|
self.clearTimeout(timeout)
|
|
timeout = self.setTimeout(() => {
|
|
requestAnimationFrame(render)
|
|
}, 1000 / shaderOptions.framerate)
|
|
}
|
|
}
|
|
|
|
requestAnimationFrame(render)
|
|
|
|
// self.clearInterval(interval)
|
|
// interval = self.setInterval(() => requestAnimationFrame(render), 1000 / shaderOptions.framerate)
|
|
self.clearTimeout(timeout)
|
|
if (shaderOptions.framerate == 0) {
|
|
return render
|
|
}
|
|
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
|
|
shaderOptions.quality = data.shaderOptions.quality
|
|
shaderOptions.framerate = data.shaderOptions.framerate
|
|
if (shaderOptions.framerate == 65) {
|
|
shaderOptions.framerate == Infinity
|
|
}
|
|
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]
|
|
} else if (data.command == "resizeShader") {
|
|
shaderOptions.quality = data.shaderOptions.quality
|
|
screen.devicePixelRatio = data.screen.devicePixelRatio
|
|
screen.width = data.screen.width
|
|
screen.height = data.screen.height
|
|
must_resize = true
|
|
}
|
|
})
|
|
|
|
async function loadShader() {
|
|
if (!canvas) { return }
|
|
// let fragmentShader2 = fragmentShader.replace("#define FBM_OCTAVES 6", "#define FBM_OCTAVES " + shaderOptions.quality);
|
|
const temp = await main(canvas);
|
|
if (temp) {
|
|
render = temp
|
|
}
|
|
} |