3c54400025
Guard canvas lifecycle to stop the fitCanvas TypeError loop, load a slim base shader first while the full genome program compiles in the background, and trim GPU-heavy paths so weak devices stay responsive. Co-authored-by: Cursor <cursoragent@cursor.com>
292 lines
8.8 KiB
JavaScript
292 lines
8.8 KiB
JavaScript
/* 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 suspended = false;
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var started = false;
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var ready = false;
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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 maxFps = 60, minFrameMs = 1000 / 60, lastDraw = 0;
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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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"u_synth", "u_modeB", "u_mixOp", "u_blend",
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"u_genome", "u_g1", "u_g2", "u_g3"
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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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/* Two-stage boot: the slim base shader (no genome) links in a second
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or two and gets pixels on screen; the full shader compiles in the
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background via KHR_parallel_shader_compile and is swapped in when
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the driver finishes. The main thread never blocks on a long link. */
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var fullReady = false;
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function buildProgram(fragSrc, parallel, cb) {
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var prog = gl.createProgram();
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try {
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gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT_SRC));
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gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, fragSrc));
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} catch (e) {
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cb(null, String(e.message || e));
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return;
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}
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gl.linkProgram(prog);
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function check() {
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if (gl.isContextLost()) { cb(null, "context lost"); return; }
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if (gl.getProgramParameter(prog, gl.LINK_STATUS)) cb(prog, null);
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else cb(null, gl.getProgramInfoLog(prog) || "unknown link error");
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}
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if (parallel) {
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(function poll() {
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if (gl.isContextLost()) { cb(null, "context lost"); return; }
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if (gl.getProgramParameter(prog, parallel.COMPLETION_STATUS_KHR)) check();
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else setTimeout(poll, 80);
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})();
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} else {
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setTimeout(check, 30);
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}
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}
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function adoptProgram(prog) {
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program = prog;
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gl.useProgram(program);
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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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}
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function init(canvasEl, paramsGetter, opts) {
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opts = opts || {};
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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: "default"
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});
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if (!gl) {
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if (opts.onError) { opts.onError("WebGL2 not available"); return; }
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throw new Error("WebGL2 not available");
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}
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canvas.addEventListener("webglcontextlost", function (e) {
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e.preventDefault();
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suspended = true;
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started = false;
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ready = false;
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if (opts.onContextLost) opts.onContextLost();
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}, false);
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var parallel = gl.getExtension("KHR_parallel_shader_compile");
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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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buildProgram(FRAG_SRC_BASE, parallel, function (baseProg, err) {
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if (!baseProg) {
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if (opts.onError) opts.onError("Program link error: " + err);
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return;
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}
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adoptProgram(baseProg);
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ready = true;
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lastTick = performance.now();
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started = false;
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if (opts.onReady) opts.onReady();
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if (opts.autostart !== false) start();
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/* upgrade to the full shader (genome styles) in the background */
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buildProgram(FRAG_SRC_FULL, parallel, function (fullProg, ferr) {
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if (!fullProg) return; /* keep base; genome styles unavailable */
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adoptProgram(fullProg);
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gl.deleteProgram(baseProg);
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fullReady = true;
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if (opts.onFullReady) opts.onFullReady();
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});
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});
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}
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function isLost() {
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return !gl || gl.isContextLost();
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}
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function canRender() {
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return ready && gl && !gl.isContextLost();
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}
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function start() {
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if (!canRender() || started) return;
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started = true;
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suspended = false;
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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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if (!canvas || !canRender()) return;
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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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if (!canRender()) return;
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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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gl.uniform1i(uniforms.u_synth, P.synthOn ? 1 : 0);
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gl.uniform1i(uniforms.u_modeB, P.modeB | 0);
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gl.uniform1i(uniforms.u_mixOp, P.mixOp | 0);
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gl.uniform1f(uniforms.u_blend, P.blend);
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var g = P.genes || [0,0,0,0, 0,0,0,0, 0,0,0,0];
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gl.uniform1i(uniforms.u_genome, P.genomeOn ? 1 : 0);
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gl.uniform4f(uniforms.u_g1, g[0], g[1], g[2], g[3]);
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gl.uniform4f(uniforms.u_g2, g[4], g[5], g[6], g[7]);
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gl.uniform4f(uniforms.u_g3, g[8], g[9], g[10], g[11]);
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}
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function renderAt(phase) {
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if (!canRender()) return;
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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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if (suspended || !canRender()) return;
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if (now - lastDraw < minFrameMs) {
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requestAnimationFrame(tick);
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return;
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}
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lastDraw = 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 setMaxFps(n) {
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maxFps = Math.max(15, Math.min(n, 60));
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minFrameMs = 1000 / maxFps;
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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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start: start,
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isReady: function () { return ready; },
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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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setLoopTime: function (t) { loopT = t; },
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suspend: function () { suspended = true; started = false; },
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resume: function () {
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if (!canRender()) return;
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suspended = false;
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started = false;
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start();
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},
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isLost: isLost,
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setMaxFps: setMaxFps,
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hasGenome: function () { return fullReady; },
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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 ? [canvas.width, canvas.height] : [0, 0]; }
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};
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})();
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