Files
lumenshaders/js/engine.js
T

167 lines
5.1 KiB
JavaScript

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