LUMEN: generative shader studio with 9 looping art modes and PNG/video/GIF export
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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/* WebGL2 engine: compiles the uber shader, owns the render loop,
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exposes deterministic renderAt(phase) for exporters. */
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var Engine = (function () {
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var canvas, gl, program, uniforms = {};
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var playing = true;
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var loopT = 0; // seconds into current loop
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var lastTick = 0;
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var fps = 60, fpsAcc = 0, fpsN = 0, fpsCb = null;
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var getParams = null; // injected: () => P
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var UNIFORM_NAMES = [
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"u_res", "u_phase", "u_seed", "u_mode",
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"u_c1", "u_c2", "u_c3", "u_c4", "u_bg",
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"u_hue", "u_sat", "u_exposure", "u_contrast",
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"u_scale", "u_complex", "u_warp", "u_flow", "u_stretch",
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"u_light", "u_gloss", "u_lightAngle", "u_irid", "u_glow",
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"u_grain", "u_cell", "u_lines", "u_ca", "u_vig", "u_soft",
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"u_travel"
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];
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function compile(type, src) {
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var sh = gl.createShader(type);
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gl.shaderSource(sh, src);
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gl.compileShader(sh);
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if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
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throw new Error("Shader compile error:\n" + gl.getShaderInfoLog(sh));
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}
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return sh;
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}
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function init(canvasEl, paramsGetter) {
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canvas = canvasEl;
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getParams = paramsGetter;
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gl = canvas.getContext("webgl2", {
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antialias: false,
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preserveDrawingBuffer: true,
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powerPreference: "high-performance"
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});
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if (!gl) throw new Error("WebGL2 not available");
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program = gl.createProgram();
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gl.attachShader(program, compile(gl.VERTEX_SHADER, VERT_SRC));
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gl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAG_SRC));
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error("Program link error:\n" + gl.getProgramInfoLog(program));
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}
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gl.useProgram(program);
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var buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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UNIFORM_NAMES.forEach(function (n) {
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uniforms[n] = gl.getUniformLocation(program, n);
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});
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lastTick = performance.now();
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requestAnimationFrame(tick);
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}
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function setSize(w, h) {
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canvas.width = w;
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canvas.height = h;
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gl.viewport(0, 0, w, h);
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}
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function pushUniforms(P, phase) {
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gl.uniform2f(uniforms.u_res, canvas.width, canvas.height);
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gl.uniform1f(uniforms.u_phase, phase);
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gl.uniform1f(uniforms.u_seed, P.seed);
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gl.uniform1i(uniforms.u_mode, P.mode);
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gl.uniform3fv(uniforms.u_c1, hexToRgb01(P.c1));
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gl.uniform3fv(uniforms.u_c2, hexToRgb01(P.c2));
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gl.uniform3fv(uniforms.u_c3, hexToRgb01(P.c3));
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gl.uniform3fv(uniforms.u_c4, hexToRgb01(P.c4));
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gl.uniform3fv(uniforms.u_bg, hexToRgb01(P.bg));
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gl.uniform1f(uniforms.u_hue, P.hue);
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gl.uniform1f(uniforms.u_sat, P.sat);
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gl.uniform1f(uniforms.u_exposure, P.exposure);
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gl.uniform1f(uniforms.u_contrast, P.contrast);
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gl.uniform1f(uniforms.u_scale, P.scale);
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gl.uniform1f(uniforms.u_complex, P.complex);
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gl.uniform1f(uniforms.u_warp, P.warp);
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gl.uniform1f(uniforms.u_flow, P.flow);
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gl.uniform1f(uniforms.u_stretch, P.stretch);
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gl.uniform1f(uniforms.u_light, P.light);
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gl.uniform1f(uniforms.u_gloss, P.gloss);
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gl.uniform1f(uniforms.u_lightAngle, P.lightAngle);
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gl.uniform1f(uniforms.u_irid, P.irid);
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gl.uniform1f(uniforms.u_glow, P.glow);
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gl.uniform1f(uniforms.u_grain, P.grain);
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gl.uniform1f(uniforms.u_cell, P.cell);
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gl.uniform1f(uniforms.u_lines, P.lines);
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gl.uniform1f(uniforms.u_ca, P.ca);
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gl.uniform1f(uniforms.u_vig, P.vig);
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gl.uniform1f(uniforms.u_soft, P.soft);
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gl.uniform1f(uniforms.u_travel, P.travel);
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}
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function renderAt(phase) {
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var P = getParams();
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pushUniforms(P, phase);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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}
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function currentPhase() {
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var P = getParams();
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return (loopT / P.loop) % 1;
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}
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function tick(now) {
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var dt = Math.min((now - lastTick) / 1000, 0.1);
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lastTick = now;
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if (playing) {
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var P = getParams();
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loopT = (loopT + dt) % P.loop;
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}
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renderAt(currentPhase());
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fpsAcc += dt; fpsN++;
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if (fpsAcc >= 0.5) {
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fps = Math.round(fpsN / fpsAcc);
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fpsAcc = 0; fpsN = 0;
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if (fpsCb) fpsCb(fps);
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}
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requestAnimationFrame(tick);
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}
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function readPixels() {
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var w = canvas.width, h = canvas.height;
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var buf = new Uint8Array(w * h * 4);
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gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, buf);
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/* flip vertically: GL origin is bottom-left */
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var flipped = new Uint8Array(w * h * 4);
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var row = w * 4;
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for (var y = 0; y < h; y++) {
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flipped.set(buf.subarray(y * row, (y + 1) * row), (h - 1 - y) * row);
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}
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return flipped;
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}
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return {
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init: init,
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setSize: setSize,
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renderAt: renderAt,
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readPixels: readPixels,
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currentPhase: currentPhase,
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resetTime: function () { loopT = 0; },
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setPlaying: function (v) { playing = v; lastTick = performance.now(); },
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isPlaying: function () { return playing; },
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onFps: function (cb) { fpsCb = cb; },
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canvas: function () { return canvas; },
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size: function () { return [canvas.width, canvas.height]; }
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};
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})();
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