mirror of
https://codeberg.org/uzu/strudel
synced 2026-07-23 05:33:13 -04:00
1b8998ac14
The attribute for the draw call is called drawFrame, not draw.
231 lines
7.2 KiB
JavaScript
231 lines
7.2 KiB
JavaScript
/*
|
|
shader.mjs - implements the `loadShader` helper and `shader` pattern function
|
|
Copyright (C) 2024 Strudel contributors
|
|
This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
import { PicoGL } from "picogl";
|
|
import { register, logger } from '@strudel/core';
|
|
|
|
// The standard fullscreen vertex shader.
|
|
const vertexShader = `#version 300 es
|
|
precision highp float;
|
|
layout(location=0) in vec2 position;
|
|
void main() {
|
|
gl_Position = vec4(position, 1, 1);
|
|
}
|
|
`;
|
|
|
|
// Make the fragment source, similar to the one from shadertoy.
|
|
function mkFragmentShader(code) {
|
|
return `#version 300 es
|
|
precision highp float;
|
|
out vec4 oColor;
|
|
uniform float iTime;
|
|
uniform vec2 iResolution;
|
|
|
|
${code}
|
|
|
|
void main(void) {
|
|
mainImage(oColor, gl_FragCoord.xy);
|
|
}
|
|
`
|
|
}
|
|
|
|
// Modulation helpers.
|
|
const hardModulation = () => {
|
|
let val = 0;
|
|
return {
|
|
get: () => val,
|
|
set: (v) => { val = v },
|
|
}
|
|
}
|
|
|
|
const decayModulation = (decay) => {
|
|
let val = 0;
|
|
let desired = 0
|
|
return {
|
|
get: (ts) => {
|
|
val += (desired - val) / decay
|
|
return val
|
|
},
|
|
set: (v) => { desired = val + v },
|
|
}
|
|
}
|
|
|
|
// Set an uniform value (from a pattern).
|
|
function setUniform(instance, name, value, position) {
|
|
const uniform = instance.uniforms[name]
|
|
if (uniform) {
|
|
if (uniform.count == 0) {
|
|
// This is a single value
|
|
uniform.mod.set(value)
|
|
} else {
|
|
// This is an array
|
|
const idx = position % uniform.mod.length
|
|
uniform.mod[idx].set(value)
|
|
}
|
|
} else {
|
|
logger('[shader] unknown uniform: ' + name)
|
|
}
|
|
|
|
// Ensure the instance is drawn
|
|
instance.age = 0
|
|
if (!instance.drawing) {
|
|
instance.drawing = requestAnimationFrame(instance.update)
|
|
}
|
|
}
|
|
|
|
// Update the uniforms for a given drawFrame call.
|
|
function updateUniforms(drawFrame, elapsed, uniforms) {
|
|
Object.values(uniforms).forEach((uniform) => {
|
|
const value = uniform.count == 0
|
|
? uniform.mod.get(elapsed)
|
|
: uniform.value.map((_, i) => uniform.mod[i].get(elapsed))
|
|
// Send the value to the GPU
|
|
drawFrame.uniform(uniform.name, value)
|
|
})
|
|
}
|
|
|
|
// Setup the instance's uniform after shader compilation.
|
|
function setupUniforms(uniforms, program) {
|
|
Object.entries(program.uniforms).forEach(([name, uniform]) => {
|
|
if (name != "iTime" && name != "iResolution") {
|
|
// remove array suffix
|
|
const uname = name.replace("[0]", "")
|
|
const count = uniform.count | 0
|
|
if (!uniforms[uname] || uniforms[uname].count != count) {
|
|
// TODO: keep the previous value when the count change...
|
|
uniforms[uname] = {
|
|
name,
|
|
count,
|
|
value: count == 0 ? 0 : new Float32Array(count),
|
|
mod: count == 0 ? decayModulation(50) : new Array(count).fill().map(() => decayModulation(50))
|
|
}
|
|
}
|
|
}
|
|
})
|
|
// TODO: remove previous uniform that are no longer used...
|
|
return uniforms
|
|
}
|
|
|
|
// Setup the canvas and return the WebGL context.
|
|
function setupCanvas(name) {
|
|
// TODO: support custom size
|
|
const width = 400; const height = 300;
|
|
const canvas = document.createElement('canvas');
|
|
canvas.id = "cnv-" + name
|
|
canvas.width = width
|
|
canvas.height = height
|
|
const top = 60 + Object.keys(_instances).length * height
|
|
canvas.style = `pointer-events:none;width:${width}px;height:${height}px;position:fixed;top:${top}px;right:23px`;
|
|
document.body.append(canvas)
|
|
return canvas.getContext("webgl2")
|
|
}
|
|
|
|
// Setup the shader instance
|
|
async function initializeShaderInstance(name, code) {
|
|
// Setup PicoGL app
|
|
const ctx = setupCanvas(name)
|
|
console.log(ctx)
|
|
const app = PicoGL.createApp(ctx);
|
|
app.resize(400, 300)
|
|
|
|
// Setup buffers
|
|
const resolution = new Float32Array([ctx.canvas.width, ctx.canvas.height])
|
|
|
|
// Two triangle to cover the whole canvas
|
|
const positionBuffer = app.createVertexBuffer(PicoGL.FLOAT, 2, new Float32Array([
|
|
-1, -1, -1, 1, 1, 1,
|
|
1, 1, 1, -1, -1, -1,
|
|
]))
|
|
|
|
// Setup the arrays
|
|
const arrays = app.createVertexArray().vertexAttributeBuffer(0, positionBuffer);
|
|
|
|
return app.createPrograms([vertexShader, code]).then(([program]) => {
|
|
const drawFrame = app.createDrawCall(program, arrays)
|
|
const instance = {app, code, program, arrays, drawFrame, uniforms: setupUniforms({}, program)}
|
|
|
|
// Render frame logic
|
|
let prev = performance.now() / 1000;
|
|
instance.age = 0
|
|
instance.update = () => {
|
|
const now = performance.now() / 1000;
|
|
const elapsed = now - prev
|
|
prev = now
|
|
// console.log("drawing!")
|
|
app.clear()
|
|
instance.drawFrame
|
|
.uniform("iResolution", resolution)
|
|
.uniform("iTime", now)
|
|
|
|
updateUniforms(instance.drawFrame, elapsed, instance.uniforms)
|
|
|
|
instance.drawFrame.draw()
|
|
if (instance.age++ < 100)
|
|
requestAnimationFrame(instance.update)
|
|
else
|
|
instance.drawing = false
|
|
}
|
|
return instance
|
|
}).catch((err) => {
|
|
ctx.canvas.remove()
|
|
throw err
|
|
})
|
|
}
|
|
|
|
// Update the instance program
|
|
async function reloadShaderInstanceCode(instance, code) {
|
|
return instance.app.createPrograms([vertexShader, code]).then(([program]) => {
|
|
instance.program.delete()
|
|
instance.program = program
|
|
instance.uniforms = setupUniforms(instance.uniforms, program)
|
|
instance.drawFrame = instance.app.createDrawCall(program, instance.arrays)
|
|
})
|
|
}
|
|
|
|
// Keep track of the running shader instances
|
|
let _instances = {}
|
|
export async function loadShader(code = '', name = 'default') {
|
|
if (code) {
|
|
code = mkFragmentShader(code)
|
|
}
|
|
if (!_instances[name]) {
|
|
_instances[name] = await initializeShaderInstance(name, code)
|
|
logger('[shader] ready')
|
|
} else if (_instances[name].code != code) {
|
|
await reloadShaderInstanceCode(_instances[name], code)
|
|
logger('[shader] reloaded')
|
|
}
|
|
}
|
|
|
|
export const shader = register('shader', (options, pat) => {
|
|
// Keep track of the pitches value: Map String Int
|
|
const pitches = {_count: 0};
|
|
|
|
return pat.onTrigger((time_deprecate, hap, currentTime, cps, targetTime) => {
|
|
const instance = _instances[options.instance || "default"]
|
|
if (!instance) {
|
|
logger('[shader] not loaded yet', 'warning')
|
|
return
|
|
}
|
|
|
|
const value = options.gain || 1.0;
|
|
if (options.pitch !== undefined) {
|
|
const note = hap.value.note || hap.value.s;
|
|
if (pitches[note] === undefined) {
|
|
// Assign new value, the first note gets 0, then 1, then 2, ...
|
|
pitches[note] = Object.keys(pitches).length
|
|
}
|
|
setUniform(instance, options.pitch, value, pitches[note])
|
|
} else if (options.seq !== undefined) {
|
|
setUniform(instance, options.seq, value, pitches._count++)
|
|
} else if (options.uniform !== undefined) {
|
|
setUniform(instance, options.uniform, value)
|
|
} else {
|
|
console.error("Unknown shader options, need either pitch or uniform", options)
|
|
}
|
|
}, false)
|
|
})
|