'use strict'; /* TODO: - custom triangles and parallelograms - synthlike interface? (change name to fraxynth?) - grid */ let gl; let program_main; let program_post; let vertex_buffer_rect; let vertex_buffer_main; let vertex_data_main; let page; let canvas; let ui_canvas; let ui_ctx; let framebuffer; let framebuffer_color_texture; let sampler_texture; let current_time; let vertices_main = []; let show_ui = true; let mouse_x, mouse_y; let canvas_x, canvas_y; let viewport_width, viewport_height, viewport_scale; let width = 1920, height = 1920; window.addEventListener('load', startup); function on_key_press(e) { let code = e.keyCode; console.log('key press:', code); switch (code) { case 32: // space perform_step(); break; case 9: // tab show_ui = !show_ui; e.preventDefault(); break; } } function on_mouse_move(e) { mouse_x = (e.clientX - canvas_x) / viewport_scale; mouse_y = (e.clientY - canvas_y) / viewport_scale; } function lerp(a, b, x) { return a + (b - a) * x; } function vertices_push_quad(vertices, v0, v1, v2, v3) { vertices.push(v0); vertices.push(v1); vertices.push(v2); vertices.push(v0); vertices.push(v2); vertices.push(v3); } const VERTEX_POS = 0; const VERTEX_UV = 8; const VERTEX_COLOR = 16; const VERTEX_SIZE = 32; function vertices_to_uint8_array(vertices) { let array = new Uint8Array(vertices.length * VERTEX_SIZE); for (var i = 0; i < vertices.length; i++) { let vertex = vertices[i]; array.set(new Uint8Array((new Float32Array(vertex.pos)).buffer), VERTEX_SIZE * i + VERTEX_POS); array.set(new Uint8Array((new Float32Array(vertex.uv)).buffer), VERTEX_SIZE * i + VERTEX_UV); array.set(new Uint8Array((new Float32Array(vertex.color)).buffer), VERTEX_SIZE * i + VERTEX_COLOR); } return array; } function startup() { page = document.getElementById('page'); canvas = document.getElementById('canvas'); ui_canvas = document.getElementById('ui-canvas'); ui_ctx = ui_canvas.getContext('2d'); gl = canvas.getContext('webgl'); if (gl === null) { show_error('your browser doesnt support webgl.\noh well.'); return; } program_main = compile_program('main', ` attribute vec2 v_pos; attribute vec2 v_uv; attribute vec4 v_color; varying vec2 uv; varying vec4 color; void main() { uv = v_uv; color = v_color; gl_Position = vec4(v_pos, 0.0, 1.0); } `, ` #ifdef GL_ES precision highp float; #endif uniform sampler2D u_texture; varying vec4 color; varying vec2 uv; void main() { gl_FragColor = mix(texture2D(u_texture, uv), vec4(color.xyz, 1.0), color.w); } `); if (program_main === null) { return; } program_post = compile_program('main', ` attribute vec2 v_pos; varying vec2 uv; void main() { uv = v_pos * 0.5 + 0.5; gl_Position = vec4(v_pos, 0.0, 1.0); } `, ` #ifdef GL_ES precision highp float; #endif uniform sampler2D u_texture; varying vec2 uv; void main() { gl_FragColor = texture2D(u_texture, uv); } `); if (program_post === null) { return; } vertex_buffer_rect = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer_rect); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ]), gl.STATIC_DRAW); vertex_buffer_main = gl.createBuffer(); for (let y = 0; y < 3; ++y) { for (let x = 0; x < 3; ++x) { if (x == 1 && y == 1) continue; let k = 2.0 / 3.0; let x0 = x * 2.0 / 3.0 - 1.0; let y0 = y * 2.0 / 3.0 - 1.0; let x1 = x0 + k; let y1 = y0 + k; let color = [1.0, 0.5, 1.0, 0.1]; vertices_push_quad(vertices_main, {pos: [x0, y0], uv: [0.0, 0.0], color: color}, {pos: [x1, y0], uv: [1.0, 0.0], color: color}, {pos: [x1, y1], uv: [1.0, 1.0], color: color}, {pos: [x0, y1], uv: [0.0, 1.0], color: color}, ); } } { let k = 0.5 / 3.0; let color = [0.5, 0.5, 1.0, 1.0]; vertices_push_quad(vertices_main, {pos: [-k, -k], uv: [0.0, 0.0], color: color}, {pos: [k, -k], uv: [1.0, 0.0], color: color}, {pos: [k, k], uv: [1.0, 1.0], color: color}, {pos: [-k, k], uv: [0.0, 1.0], color: color}, ); } let vertex_data = vertices_to_uint8_array(vertices_main); gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer_main); gl.bufferData(gl.ARRAY_BUFFER, vertex_data, gl.DYNAMIC_DRAW); framebuffer_color_texture = gl.createTexture(); sampler_texture = gl.createTexture(); set_up_framebuffer(); frame(0.0); window.addEventListener('keydown', on_key_press); window.addEventListener('mousemove', on_mouse_move); } function frame(time) { current_time = time * 1e-3; let page_width = page.offsetWidth; let page_height = page.offsetHeight; let aspect_ratio = width / height; if (page_width / aspect_ratio < page_height) { // landscape mode canvas_x = 0; canvas_y = Math.floor((page_height - viewport_height) * 0.5); viewport_width = page_width; viewport_height = Math.floor(page_width / aspect_ratio); } else { // portrait mode canvas_x = Math.floor((page_width - viewport_width) * 0.5); canvas_y = 0; viewport_width = Math.floor(page_height * aspect_ratio); viewport_height = page_height; } viewport_scale = viewport_width / width; canvas.width = viewport_width; canvas.height = viewport_height; canvas.style.left = canvas_x + 'px'; canvas.style.top = canvas_y + 'px'; ui_canvas.width = viewport_width; ui_canvas.height = viewport_height; ui_canvas.style.left = canvas_x + 'px'; ui_canvas.style.top = canvas_y + 'px'; let step = true; if (step) { perform_step(); } gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.viewport(0, 0, viewport_width, viewport_height); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program_post); gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer_rect); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, sampler_texture); gl.uniform1i(gl.getUniformLocation(program_post, 'u_texture'), 0); let v_pos = gl.getAttribLocation(program_post, 'v_pos'); gl.enableVertexAttribArray(v_pos); gl.vertexAttribPointer(v_pos, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLES, 0, 6); if (requestAnimationFrame == null) { show_error('your browser doesnt support requestAnimationFrame.\noh well.'); return; } requestAnimationFrame(frame); ui_ctx.clearRect(0, 0, width, height); if (show_ui) { ui_circle(mouse_x, mouse_y, 30, { strokeStyle: '#f00', fillStyle: '#f004', }); } } function ui_circle(x, y, r, options) { x *= viewport_scale; y *= viewport_scale; ui_ctx.beginPath(); ui_ctx.strokeStyle = 'strokeStyle' in options ? options.strokeStyle : '#000'; ui_ctx.fillStyle = 'fillStyle' in options ? options.fillStyle : 'transparent'; ui_ctx.lineWidth = 'lineWidth' in options ? options.lineWidth : 2; ui_ctx.ellipse(x, y, r, r, 0, 0, 2 * Math.PI); ui_ctx.stroke(); ui_ctx.fill(); } function perform_step() { if (width === -1) { // not properly loaded yet return; } gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); gl.viewport(0, 0, width, height); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); gl.useProgram(program_main); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, sampler_texture); gl.uniform4fv(gl.getUniformLocation(program_main, 'u_color'), [1.0, 1.0, 1.0, 1.0]); gl.uniform1i(gl.getUniformLocation(program_main, 'u_sampler_texture'), 0); gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer_main); let v_pos = gl.getAttribLocation(program_main, 'v_pos'); let v_uv = gl.getAttribLocation(program_main, 'v_uv'); let v_color = gl.getAttribLocation(program_main, 'v_color'); gl.enableVertexAttribArray(v_pos); gl.enableVertexAttribArray(v_uv); gl.enableVertexAttribArray(v_color); gl.vertexAttribPointer(v_pos, 2, gl.FLOAT, false, VERTEX_SIZE, VERTEX_POS); gl.vertexAttribPointer(v_uv, 2, gl.FLOAT, false, VERTEX_SIZE, VERTEX_UV); gl.vertexAttribPointer(v_color, 4, gl.FLOAT, false, VERTEX_SIZE, VERTEX_COLOR); gl.drawArrays(gl.TRIANGLES, 0, vertices_main.length); gl.bindTexture(gl.TEXTURE_2D, sampler_texture); gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, width, height, 0); } function compile_program(name, vertex_source, fragment_source) { let vshader = compile_shader(name + ' (vertex)', gl.VERTEX_SHADER, vertex_source); let fshader = compile_shader(name + ' (fragment)', gl.FRAGMENT_SHADER, fragment_source); if (vshader === null || fshader === null) { return null; } let program = gl.createProgram(); gl.attachShader(program, vshader); gl.attachShader(program, fshader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { show_error('Error linking shader program:\n' + gl.getProgramInfoLog(program)); return null; } return program; } function set_up_framebuffer() { framebuffer = gl.createFramebuffer(); let sampler_pixels = new Uint8Array(width * height * 4); sampler_pixels.fill(255); set_up_rgba_texture(sampler_texture, width, height, sampler_pixels); set_up_rgba_texture(framebuffer_color_texture, width, height, null); gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, framebuffer_color_texture, 0); let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); if (status !== gl.FRAMEBUFFER_COMPLETE) { show_error('Error: framebuffer incomplete (status ' + status + ')'); return; } } function set_up_rgba_texture(texture, width, height, pixels) { gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); } function compile_shader(name, type, source) { let shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { show_error('Error compiling shader ' + name + ':\n' + gl.getShaderInfoLog(shader)); return null; } return shader; } function show_error(error) { document.getElementById('error-message').innerText = error; document.getElementById('error-dialog').showModal(); }