mirror of
https://github.com/dyuri/repa-shader.git
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mrt, vertex-shader loading
This commit is contained in:
parent
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commit
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10
TODO.md
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10
TODO.md
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@ -0,0 +1,10 @@
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- textures
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- image
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- canvas
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- video
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- webcam
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- audio
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- mic?
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- fix mouse, add button, drag
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- device orientation
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@ -23,18 +23,7 @@
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</head>
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<body>
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<repa-shader fs-input="fsinput" alpha mouse snippets="noise.glsl" width=512 height=512>
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<script type="x-shader/x-fragment">
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 col = .5 + .5 * cos(uv.xyx + time + vec3(0, 2, 4));
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float dist = distance(uv, mouse);
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float circle = smoothstep(.15, .2, dist);
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vec4 acolor = vec4(col * (1. - circle), (1. - circle)) + circle * texture(backbuffer, uv - vec2(.01, .01)) * .9;
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outColor = vec4(acolor);
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}
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</script>
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<script type="x-shader/x-fragmen">
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<script type="x-shader/x-fragmen[DELETE]t">
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// https://twigl.app/?ol=true&ss=-NOAlYulOVLklxMdxBDx
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void main() {
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vec2 n,N,q,p=FC.xy/r.y;
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69
demo/mrt.html
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69
demo/mrt.html
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@ -0,0 +1,69 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title><repa-shader> demo</title>
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<script type="module" src="../src/repa-shader.js"></script>
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<style>
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body {
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margin: 0;
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padding: 0;
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background: repeating-linear-gradient(45deg, #333, #333 10px, #666 10px, #666 20px);
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min-height: 100vh;
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display: flex;
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align-items: center;
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justify-content: center;
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flex-direction: column;
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}
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#fsinput {
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width: 90vw;
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height: 50vh;
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}
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</style>
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</head>
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<body>
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<repa-shader fs-input="fsinput" mouse snippets="noise.glsl" width=512 height=512 render-target-count=2>
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<script type="x-shader/x-fragment">
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#define R rotate2D
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vec2 c=FC.xy;
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vec2 uv=FC.xy/r.xy;
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vec2 q;
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vec2 p=(c+c-r)/r.y;
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vec2 n;
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vec4 color;
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float S=6.;
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float a;
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float d=dot(p,p);
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float e=200.;
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p/=.7-d;
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p+=t/PI;
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for(float i = 0.; i < e; i++) {
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color+=(texture(b1,(c/r-.5)*i/e+.5))/e;
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p*=R(5.);
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n*=R(5.);
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a+=dot(sin(q=p*S+i-abs(n)*R(t*.2))/S,r/r);
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n+=cos(q),S*=1.1;
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}
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// a = max(s,.9-a*.2-d);
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a = max(0.,.9-a*.2-d);
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o1=pow(a+a*vec4(8,4,1,0)/e,color+40.);
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float center = smoothstep(.45, .55, uv.x);
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o0=center*color + o1;
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</script>
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</repa-shader>
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<div>
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<textarea id="fsinput"></textarea>
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</div>
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<button id="update">Update</button>
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<script>
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const updateButton = document.getElementById('update');
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updateButton.addEventListener('click', () => {
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const fsinput = document.getElementById('fsinput');
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const shader = document.querySelector('repa-shader');
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shader.render(fsinput.value);
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});
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</script>
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</body>
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</html>
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@ -15,16 +15,12 @@ const CHUNKS = {
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#define m mouse
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#define t time
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#define f frame
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#define b backbuffer
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#define o outColor
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precision highp float;
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uniform vec2 resolution;
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uniform vec2 mouse;
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uniform vec3 mouse;
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uniform float time;
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uniform float frame;
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uniform sampler2D backbuffer;
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out vec4 outColor;
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`, // TODO MRT
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`,
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geekestStart: `
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void main() {
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`,
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@ -34,22 +30,24 @@ void main() {
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};
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const DEMO_FS = `
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precision highp float;
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uniform vec2 resolution;
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uniform vec2 mouse;
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uniform float time;
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out vec4 outColor;
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 col = .5 + .5 * cos(uv.xyx + time + vec3(0, 2, 4));
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float dist = distance(uv, mouse);
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float dist = distance(uv, mouse.xy);
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float circle = smoothstep(.1, .2, dist) * .5 + .5;
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vec4 acolor = vec4(col * circle, circle);
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outColor = vec4(acolor);
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}
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`;
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const DEFAULT_VS = `#version 300 es
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in vec3 position;
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void main(){
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gl_Position=vec4(position, 1.);
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}
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`;
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class RepaShader extends HTMLElement {
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constructor() {
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super();
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@ -94,12 +92,16 @@ class RepaShader extends HTMLElement {
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this._gl.disable(this._gl.BLEND);
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this._gl.clearColor(0,0,0,1);
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this.render(this.getFragmentShaderSource());
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this.render();
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}
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render(source, time) {
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disconnectedCallback() {
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// TODO stop animation
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}
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async render(source, time) {
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if (!source) {
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return;
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source = await this.getFragmentShaderSource();
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}
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this._fsSource = source;
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this.reset(time);
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@ -161,10 +163,11 @@ class RepaShader extends HTMLElement {
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this._gl.viewport(0, 0, width, height);
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}
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_onMouseMove(e) {
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_onMouseEvent(e) {
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const x = Math.min(Math.max(e.offsetX, 0), this._target.width);
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const y = Math.min(Math.max(e.offsetY, 0), this._target.height);
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this._mousePosition = [x / this._target.width, 1 - y / this._target.height];
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const btn = e.buttons;
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this._mousePosition = [x / this._target.width, 1 - y / this._target.height, btn];
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}
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_resetBuffer(buff) {
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@ -186,11 +189,15 @@ class RepaShader extends HTMLElement {
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buff.renderbuffer = null;
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}
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// texture
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if (buff.texture && this._gl.isTexture(buff.texture)) {
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// textures
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if (buff.textures?.length) {
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buff.textures.forEach(t => {
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if (this._gl.isTexture(t)) {
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this._gl.bindTexture(this._gl.TEXTURE_2D, null);
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this._gl.deleteTexture(buff.texture);
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buff.texture = null;
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this._gl.deleteTexture(t);
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}
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});
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buff.textures = null;
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}
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}
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@ -207,15 +214,21 @@ class RepaShader extends HTMLElement {
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this._gl.renderbufferStorage(this._gl.RENDERBUFFER, this._gl.DEPTH_COMPONENT16, w, h);
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this._gl.framebufferRenderbuffer(this._gl.FRAMEBUFFER, this._gl.DEPTH_ATTACHMENT, this._gl.RENDERBUFFER, buff.renderbuffer);
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// texture
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buff.texture = this._gl.createTexture();
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this._gl.bindTexture(this._gl.TEXTURE_2D, buff.texture);
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// textures
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buff.textures = [];
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buff.buffers = []; // TODO ???
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for (let i = 0; i < this.mrt; i++) {
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let texture = this._gl.createTexture();
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this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
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this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, w, h, 0, this._gl.RGBA, this._gl.UNSIGNED_BYTE, null);
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this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, this._gl.LINEAR);
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this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, this._gl.LINEAR);
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this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
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this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
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this._gl.framebufferTexture2D(this._gl.FRAMEBUFFER, this._gl.COLOR_ATTACHMENT0, this._gl.TEXTURE_2D, buff.texture, 0);
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this._gl.framebufferTexture2D(this._gl.FRAMEBUFFER, this._gl.COLOR_ATTACHMENT0 + i, this._gl.TEXTURE_2D, texture, 0);
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buff.textures.push(texture);
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buff.buffers.push(this._gl.COLOR_ATTACHMENT0 + i);
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}
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// unbind
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this._gl.bindTexture(this._gl.TEXTURE_2D, null);
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@ -233,17 +246,19 @@ class RepaShader extends HTMLElement {
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async reset(time) {
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this._resizeTarget();
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this._resetBuffers();
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this.backbuffer = this._createBuffer(this._target.width, this._target.height);
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this.frontbuffer = this._createBuffer(this._target.width, this._target.height);
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this.backbuffer = this._createBuffer(this._target.width, this._target.height);
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if (this.hasAttribute('mouse')) {
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this._target.addEventListener('pointermove', this._onMouseMove.bind(this));
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this._target.addEventListener('mousemove', this._onMouseEvent.bind(this));
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this._target.addEventListener('mousedown', this._onMouseEvent.bind(this));
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this._target.addEventListener('mouseup', this._onMouseEvent.bind(this));
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}
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this.mode = this.getAttribute('mode') || this.mode;
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const program = this._gl.createProgram();
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const vs = this._createShader(program, this.VS, true);
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const vs = this._createShader(program, await this.getVS(), true);
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if (!vs) {
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return;
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}
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@ -265,7 +280,7 @@ class RepaShader extends HTMLElement {
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return;
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}
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// TODO sound? mrt? textures?
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// TODO sound? textures?
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if (this._program) {
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this._gl.deleteProgram(this._program);
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@ -277,10 +292,14 @@ class RepaShader extends HTMLElement {
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this._uniLocation.mouse = this._gl.getUniformLocation(this.program, 'mouse');
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this._uniLocation.time = this._gl.getUniformLocation(this.program, 'time');
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this._uniLocation.frame = this._gl.getUniformLocation(this.program, 'frame');
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this._uniLocation.backbuffer = this._gl.getUniformLocation(this.program, 'backbuffer');
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// backbuffers
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for (let i = 0; i < this.mrt; i++) {
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this._uniLocation[`backbuffer${i}`] = this._gl.getUniformLocation(this.program, `backbuffer${i}`);
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}
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this._attLocation = this._gl.getAttribLocation(this.program, 'position');
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this._mousePosition= [0, 0];
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this._mousePosition= [0, 0, 0];
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this._startTime = Date.now();
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this._frame = 0;
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@ -288,10 +307,6 @@ class RepaShader extends HTMLElement {
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}
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draw(time) {
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if (this.running) {
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requestAnimationFrame(this.draw.bind(this));
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}
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if (time) {
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this._nowTime = time;
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} else {
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@ -305,15 +320,19 @@ class RepaShader extends HTMLElement {
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this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, this.frontbuffer.framebuffer);
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// backbuffer
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this._gl.activeTexture(this._gl.TEXTURE0);
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this._gl.bindTexture(this._gl.TEXTURE_2D, this.backbuffer.texture);
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this._gl.uniform1i(this._uniLocation.backbuffer, 0);
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this._gl.drawBuffers(this.frontbuffer.buffers);
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for (let i = 0; i < this.mrt; i++) {
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this._gl.activeTexture(this._gl.TEXTURE0 + i);
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this._gl.bindTexture(this._gl.TEXTURE_2D, this.backbuffer.textures[i]);
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this._gl.uniform1i(this._uniLocation[`backbuffer${i}`], i);
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}
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this._gl.enableVertexAttribArray(this._attLocation);
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this._gl.vertexAttribPointer(this._attLocation, 3, this._gl.FLOAT, false, 0, 0);
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this._gl.clear(this._gl.COLOR_BUFFER_BIT);
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this._gl.uniform2fv(this._uniLocation.resolution, [this._target.width, this._target.height]);
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this._gl.uniform2fv(this._uniLocation.mouse, this._mousePosition);
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this._gl.uniform3fv(this._uniLocation.mouse, this._mousePosition);
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this._gl.uniform1f(this._uniLocation.time, this._nowTime * .001);
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this._gl.uniform1f(this._uniLocation.frame, this._frame);
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@ -323,7 +342,7 @@ class RepaShader extends HTMLElement {
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this._gl.useProgram(this._postProgram);
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this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
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this._gl.activeTexture(this._gl.TEXTURE0);
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this._gl.bindTexture(this._gl.TEXTURE_2D, this.frontbuffer.texture);
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this._gl.bindTexture(this._gl.TEXTURE_2D, this.frontbuffer.textures[0]);
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this._gl.enableVertexAttribArray(this._postAttLocation);
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this._gl.vertexAttribPointer(this._postAttLocation, 3, this._gl.FLOAT, false, 0, 0);
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this._gl.clear(this._gl.COLOR_BUFFER_BIT);
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@ -336,6 +355,10 @@ class RepaShader extends HTMLElement {
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[this.frontbuffer, this.backbuffer] = [this.backbuffer, this.frontbuffer];
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// TODO draw callback
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if (this.running) {
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requestAnimationFrame(this.draw.bind(this));
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}
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}
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run() {
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@ -377,11 +400,11 @@ class RepaShader extends HTMLElement {
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}
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get width() {
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return this.getAttribute('width');
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return parseInt(this.getAttribute('width'), 10);
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}
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get height() {
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return this.getAttribute('height');
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return parseInt(this.getAttribute('height'), 10);
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}
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_createTarget() {
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@ -412,12 +435,8 @@ class RepaShader extends HTMLElement {
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return this._target;
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}
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get VS() {
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return `#version 300 es
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in vec3 position;
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void main(){
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gl_Position=vec4(position, 1.);
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}`;
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get mrt() {
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return +this.getAttribute('render-target-count') || 1;
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}
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get postVS() {
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@ -441,13 +460,59 @@ void main() {
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}`;
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}
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_getRenderTargets() {
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const targets = [];
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if (this.mrt > 1) {
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for (let i = 0; i < this.mrt; i++) {
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const target = `
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#define b${i} backbuffer${i}
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#define o${i} outColor${i}
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uniform sampler2D backbuffer${i};
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layout (location = ${i}) out vec4 outColor${i};
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`;
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targets.push(target);
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}
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} else {
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targets.push(`
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#define b backbuffer0
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#define o outColor0
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#define backbuffer backbuffer0
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#define outColor outColor0
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uniform sampler2D backbuffer0;
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layout (location = 0) out vec4 outColor0;
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`);
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}
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return targets.join('');
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}
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async getVS() {
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let source = '';
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const vsEl = this.querySelector('script[type="x-shader/x-vertex"]');
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if (vsEl) {
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const vsSrc = vsEl.getAttribute('src');
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if (vsSrc) {
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source = await fetch(vsSrc).then(res => res.text());
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} else {
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source = vsEl.textContent.trim();
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}
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}
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if (!source) {
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source = DEFAULT_VS;
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}
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return source;
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}
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async getFS() {
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// auto guessing mode
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// - starts with #version -> raw
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// - contains `precision` -> twigl classic300es
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// - no `precision`, but has `main()` -> twigl geeker300es
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// - no `precision`, no `main()` -> twigl geekest300es
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// TODO: mrt
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let mode = this.mode;
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if (!mode) {
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const hasVersion = this._fsSource.startsWith('#version');
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@ -476,12 +541,14 @@ void main() {
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break;
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case 'geeker':
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snippets = await this._getSnippets();
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start = CHUNKS.es300 + CHUNKS.geeker + snippets;
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start = CHUNKS.es300 + CHUNKS.geeker + this._getRenderTargets() + snippets;
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break;
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case 'geekest':
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snippets = await this._getSnippets();
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const noise = await this.getSnippet('noise.glsl');
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start = CHUNKS.es300 + CHUNKS.geeker + noise + snippets + CHUNKS.geekestStart;
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if (!snippets) {
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snippets = await this.getSnippet('noise.glsl');
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}
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start = CHUNKS.es300 + CHUNKS.geeker + this._getRenderTargets() + snippets + CHUNKS.geekestStart;
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end = CHUNKS.geekestEnd;
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break;
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}
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@ -489,7 +556,7 @@ void main() {
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return `${start}\n${this._fsSource}\n${end}`;
|
||||
}
|
||||
|
||||
getFragmentShaderSource() {
|
||||
async getFragmentShaderSource() {
|
||||
let source = '';
|
||||
|
||||
// text area editor
|
||||
@ -506,7 +573,12 @@ void main() {
|
||||
if (!source) {
|
||||
const fsEl = this.querySelector('script[type="x-shader/x-fragment"]');
|
||||
if (fsEl) {
|
||||
source = fsEl.textContent;
|
||||
const fsSrc = fsEl.getAttribute('src');
|
||||
if (fsSrc) {
|
||||
source = await fetch(fsSrc).then(res => res.text());
|
||||
} else {
|
||||
source = fsEl.textContent.trim();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user