vizcore 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/LICENSE.txt +21 -0
- data/README.md +170 -0
- data/docs/GETTING_STARTED.md +105 -0
- data/examples/assets/complex_demo_loop.wav +0 -0
- data/examples/basic.rb +9 -0
- data/examples/complex_audio_showcase.rb +261 -0
- data/examples/custom_shader.rb +21 -0
- data/examples/file_audio_demo.rb +74 -0
- data/examples/intro_drop.rb +38 -0
- data/examples/midi_scene_switch.rb +32 -0
- data/examples/shaders/custom_wave.frag +30 -0
- data/exe/vizcore +6 -0
- data/frontend/index.html +148 -0
- data/frontend/src/main.js +304 -0
- data/frontend/src/renderer/engine.js +135 -0
- data/frontend/src/renderer/layer-manager.js +456 -0
- data/frontend/src/renderer/shader-manager.js +69 -0
- data/frontend/src/shaders/builtins.js +244 -0
- data/frontend/src/shaders/post-effects.js +85 -0
- data/frontend/src/visuals/geometry.js +66 -0
- data/frontend/src/visuals/particle-system.js +148 -0
- data/frontend/src/visuals/text-renderer.js +143 -0
- data/frontend/src/visuals/vj-effects.js +56 -0
- data/frontend/src/websocket-client.js +131 -0
- data/lib/vizcore/analysis/band_splitter.rb +63 -0
- data/lib/vizcore/analysis/beat_detector.rb +70 -0
- data/lib/vizcore/analysis/bpm_estimator.rb +86 -0
- data/lib/vizcore/analysis/fft_processor.rb +224 -0
- data/lib/vizcore/analysis/fftw_ffi.rb +50 -0
- data/lib/vizcore/analysis/pipeline.rb +72 -0
- data/lib/vizcore/analysis/smoother.rb +74 -0
- data/lib/vizcore/analysis.rb +14 -0
- data/lib/vizcore/audio/base_input.rb +39 -0
- data/lib/vizcore/audio/dummy_sine_input.rb +40 -0
- data/lib/vizcore/audio/file_input.rb +163 -0
- data/lib/vizcore/audio/input_manager.rb +133 -0
- data/lib/vizcore/audio/mic_input.rb +121 -0
- data/lib/vizcore/audio/midi_input.rb +246 -0
- data/lib/vizcore/audio/portaudio_ffi.rb +243 -0
- data/lib/vizcore/audio/ring_buffer.rb +92 -0
- data/lib/vizcore/audio.rb +16 -0
- data/lib/vizcore/cli.rb +115 -0
- data/lib/vizcore/config.rb +46 -0
- data/lib/vizcore/dsl/engine.rb +229 -0
- data/lib/vizcore/dsl/file_watcher.rb +108 -0
- data/lib/vizcore/dsl/layer_builder.rb +182 -0
- data/lib/vizcore/dsl/mapping_resolver.rb +81 -0
- data/lib/vizcore/dsl/midi_map_executor.rb +188 -0
- data/lib/vizcore/dsl/scene_builder.rb +44 -0
- data/lib/vizcore/dsl/shader_source_resolver.rb +71 -0
- data/lib/vizcore/dsl/transition_controller.rb +166 -0
- data/lib/vizcore/dsl.rb +16 -0
- data/lib/vizcore/errors.rb +27 -0
- data/lib/vizcore/renderer/frame_scheduler.rb +75 -0
- data/lib/vizcore/renderer/scene_serializer.rb +73 -0
- data/lib/vizcore/renderer.rb +10 -0
- data/lib/vizcore/server/frame_broadcaster.rb +351 -0
- data/lib/vizcore/server/rack_app.rb +183 -0
- data/lib/vizcore/server/runner.rb +357 -0
- data/lib/vizcore/server/websocket_handler.rb +163 -0
- data/lib/vizcore/server.rb +12 -0
- data/lib/vizcore/templates/basic_scene.rb +10 -0
- data/lib/vizcore/templates/custom_shader_scene.rb +22 -0
- data/lib/vizcore/templates/custom_wave.frag +31 -0
- data/lib/vizcore/templates/intro_drop_scene.rb +40 -0
- data/lib/vizcore/templates/midi_control_scene.rb +33 -0
- data/lib/vizcore/templates/project_readme.md +35 -0
- data/lib/vizcore/version.rb +6 -0
- data/lib/vizcore.rb +37 -0
- metadata +186 -0
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@@ -0,0 +1,456 @@
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import { getBuiltinShader } from "../shaders/builtins.js";
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import { getPostEffectShader } from "../shaders/post-effects.js";
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import { buildWireframeLines, estimateDeformFromSpectrum } from "../visuals/geometry.js";
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import { ParticleSystem } from "../visuals/particle-system.js";
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import { TextRenderer } from "../visuals/text-renderer.js";
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import { getVJEffectShader } from "../visuals/vj-effects.js";
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import { FULLSCREEN_VERTEX_SHADER } from "./shader-manager.js";
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const GEOMETRY_VERTEX_SHADER = `#version 300 es
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in vec2 a_position;
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void main() {
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gl_Position = vec4(a_position, 0.0, 1.0);
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}
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`;
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const GEOMETRY_FRAGMENT_SHADER = `#version 300 es
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precision mediump float;
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uniform vec3 u_color;
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out vec4 outColor;
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void main() {
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outColor = vec4(u_color, 1.0);
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}
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`;
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const COMPOSITE_FRAGMENT_SHADER = `#version 300 es
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precision mediump float;
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in vec2 v_uv;
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uniform sampler2D u_texture;
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uniform float u_opacity;
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out vec4 outColor;
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void main() {
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vec4 color = texture(u_texture, v_uv);
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outColor = vec4(color.rgb, color.a * u_opacity);
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}
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`;
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const FULLSCREEN_VERTICES = new Float32Array([
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-1.0, -1.0,
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1.0, -1.0,
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-1.0, 1.0,
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1.0, 1.0
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]);
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const MAX_LAYER_TARGET_PIXELS = 4_194_304;
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export class LayerManager {
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constructor(gl, shaderManager) {
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this.gl = gl;
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this.shaderManager = shaderManager;
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this.fullscreenBuffer = this.gl.createBuffer();
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this.geometryBuffer = this.gl.createBuffer();
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this.geometryProgram = this.shaderManager.getProgram(
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"geometry-wireframe",
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GEOMETRY_VERTEX_SHADER,
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GEOMETRY_FRAGMENT_SHADER
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);
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this.geometryPositionLocation = this.gl.getAttribLocation(this.geometryProgram, "a_position");
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this.geometryColorLocation = this.gl.getUniformLocation(this.geometryProgram, "u_color");
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this.compositeProgram = this.shaderManager.getProgram(
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"layer-composite",
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FULLSCREEN_VERTEX_SHADER,
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COMPOSITE_FRAGMENT_SHADER
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);
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this.compositePositionLocation = this.gl.getAttribLocation(this.compositeProgram, "a_position");
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this.compositeTextureLocation = this.gl.getUniformLocation(this.compositeProgram, "u_texture");
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this.compositeOpacityLocation = this.gl.getUniformLocation(this.compositeProgram, "u_opacity");
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this.layerFramebuffer = null;
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this.layerTexture = null;
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this.layerDepthRenderbuffer = null;
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this.layerTargetWidth = 0;
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this.layerTargetHeight = 0;
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this.layerTargetAvailable = true;
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this.layerErrorKeys = new Set();
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this.particleSystem = new ParticleSystem(this.gl, this.shaderManager);
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this.textRenderer = new TextRenderer(this.gl, this.shaderManager);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.fullscreenBuffer);
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this.gl.bufferData(this.gl.ARRAY_BUFFER, FULLSCREEN_VERTICES, this.gl.STATIC_DRAW);
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}
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renderScene({ layers, audio, time, rotation, resolution }) {
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const layerList = Array.isArray(layers) && layers.length > 0 ? layers : [defaultLayer(audio)];
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const width = Math.max(1, Math.floor(Number(resolution?.[0] || 1)));
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const height = Math.max(1, Math.floor(Number(resolution?.[1] || 1)));
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this.ensureLayerTarget(width, height);
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if (!this.layerTargetAvailable || !this.layerFramebuffer || !this.layerTexture) {
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for (const layer of layerList) {
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try {
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const blend = String(layer?.params?.blend || "alpha").toLowerCase();
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this.setBlendMode(blend);
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this.renderLayer(layer, audio, time, rotation, [width, height]);
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} catch (error) {
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this.reportLayerError(layer, error, "direct-render");
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}
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}
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this.setBlendMode("alpha");
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return;
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}
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for (const layer of layerList) {
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try {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.layerFramebuffer);
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this.gl.viewport(0, 0, this.layerTargetWidth, this.layerTargetHeight);
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this.gl.clearColor(0.0, 0.0, 0.0, 0.0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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this.renderLayer(layer, audio, time, rotation, [this.layerTargetWidth, this.layerTargetHeight]);
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
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this.gl.viewport(0, 0, width, height);
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this.compositeLayer(layer, { audio, time, resolution: [width, height] });
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} catch (error) {
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this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
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this.gl.viewport(0, 0, width, height);
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this.reportLayerError(layer, error, "layer-pass");
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}
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}
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this.setBlendMode("alpha");
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}
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renderLayer(layer, audio, time, rotation, resolution) {
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if (isParticleLayer(layer)) {
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this.renderParticleLayer(layer, audio, time);
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return;
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}
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if (isTextLayer(layer)) {
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this.renderTextLayer(layer, audio, time);
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return;
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}
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if (isShaderLayer(layer)) {
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this.renderShaderLayer(layer, audio, time, resolution);
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return;
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}
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this.renderGeometryLayer(layer, audio, rotation);
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}
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renderShaderLayer(layer, audio, time, resolution) {
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const shaderName = String(layer?.shader || "gradient_pulse");
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const customSource = typeof layer?.glsl_source === "string" ? layer.glsl_source : null;
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const fragmentShader = customSource || getBuiltinShader(shaderName);
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const cacheKey = customSource
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? `custom:${String(layer?.glsl || shaderName)}:${hashString(customSource)}`
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: `builtin:${shaderName}`;
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let program = null;
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try {
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program = this.shaderManager.getProgram(cacheKey, FULLSCREEN_VERTEX_SHADER, fragmentShader);
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} catch (error) {
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if (customSource) {
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console.warn("Failed to compile custom GLSL, falling back to builtin shader", error);
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try {
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program = this.shaderManager.getProgram(
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`builtin:${shaderName}`,
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FULLSCREEN_VERTEX_SHADER,
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getBuiltinShader(shaderName)
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);
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} catch (builtinError) {
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this.reportLayerError(layer, builtinError, "builtin-shader-fallback");
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}
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} else {
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this.reportLayerError(layer, error, "builtin-shader");
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}
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if (!program) {
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program = this.shaderManager.getProgram(
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"builtin:default",
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FULLSCREEN_VERTEX_SHADER,
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getBuiltinShader("default")
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);
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}
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}
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const gl = this.gl;
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gl.useProgram(program);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.fullscreenBuffer);
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const positionLocation = gl.getAttribLocation(program, "a_position");
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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const bands = audio?.bands || {};
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this.setUniform1f(program, "u_time", time);
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this.setUniform2f(program, "u_resolution", resolution[0], resolution[1]);
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this.setUniform1f(program, "u_amplitude", audio?.amplitude || 0);
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this.setUniform1f(program, "u_bass", bands.low || 0);
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this.setUniform1f(program, "u_mid", bands.mid || 0);
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this.setUniform1f(program, "u_high", bands.high || 0);
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this.setUniform1f(program, "u_beat", audio?.beat ? 1 : 0);
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this.setUniform1f(program, "u_bpm", audio?.bpm || 0);
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const params = layer?.params || {};
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for (const [key, value] of Object.entries(params)) {
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if (typeof value !== "number") {
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continue;
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}
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const safeKey = key.replace(/[^a-zA-Z0-9_]/g, "_");
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this.setUniform1f(program, `u_param_${safeKey}`, value);
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}
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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}
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renderGeometryLayer(layer, audio, rotation) {
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const gl = this.gl;
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const params = layer?.params || {};
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const colorShift = clamp(Number(params.color_shift || 0), 0, 1);
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const deform = estimateDeformFromSpectrum(params.deform ?? audio?.fft);
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const points = buildWireframeLines({
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rotationY: rotation,
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rotationX: rotation * 0.8,
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deform
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});
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gl.useProgram(this.geometryProgram);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.geometryBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.DYNAMIC_DRAW);
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gl.enableVertexAttribArray(this.geometryPositionLocation);
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gl.vertexAttribPointer(this.geometryPositionLocation, 2, gl.FLOAT, false, 0, 0);
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const amplitude = clamp(Number(audio?.amplitude || 0), 0, 1);
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gl.uniform3f(
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this.geometryColorLocation,
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0.45 + amplitude * 0.45,
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0.75 + colorShift * 0.2,
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0.96
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);
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gl.drawArrays(gl.LINES, 0, points.length / 2);
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}
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234
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renderParticleLayer(layer, audio, time) {
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const params = layer?.params || {};
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this.particleSystem.render({
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count: Number(params.count || 2400),
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speed: Number(params.speed || audio?.amplitude || 0),
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size: Number(params.size || 2.0),
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audio,
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time
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});
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}
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renderTextLayer(layer, audio, time) {
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const params = layer?.params || {};
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this.textRenderer.render({
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content: params.content || "VIZCORE",
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fontSize: Number(params.font_size || 120),
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|
+
color: params.color || "#e5f3ff",
|
|
251
|
+
glowStrength: Number(params.glow_strength ?? 0.15),
|
|
252
|
+
audio,
|
|
253
|
+
time
|
|
254
|
+
});
|
|
255
|
+
}
|
|
256
|
+
|
|
257
|
+
compositeLayer(layer, { audio, time, resolution }) {
|
|
258
|
+
const gl = this.gl;
|
|
259
|
+
const params = layer?.params || {};
|
|
260
|
+
const opacity = clamp(Number(params.opacity || 1), 0, 1);
|
|
261
|
+
const blend = String(params.blend || "alpha").toLowerCase();
|
|
262
|
+
const effectName = String(params.effect || "");
|
|
263
|
+
const vjEffectName = String(params.vj_effect || "");
|
|
264
|
+
const effectIntensity = clamp(Number(params.effect_intensity || audio?.amplitude || 0.35), 0, 1);
|
|
265
|
+
const effectShader = getPostEffectShader(effectName);
|
|
266
|
+
const vjShader = getVJEffectShader(vjEffectName);
|
|
267
|
+
const selectedShader = vjShader || effectShader;
|
|
268
|
+
const selectedEffectName = vjShader ? `vj:${vjEffectName}` : `post:${effectName}`;
|
|
269
|
+
let program = this.compositeProgram;
|
|
270
|
+
if (selectedShader) {
|
|
271
|
+
try {
|
|
272
|
+
program = this.shaderManager.getProgram(
|
|
273
|
+
selectedEffectName,
|
|
274
|
+
FULLSCREEN_VERTEX_SHADER,
|
|
275
|
+
selectedShader
|
|
276
|
+
);
|
|
277
|
+
} catch (error) {
|
|
278
|
+
this.reportLayerError(layer, error, selectedEffectName);
|
|
279
|
+
program = this.compositeProgram;
|
|
280
|
+
}
|
|
281
|
+
}
|
|
282
|
+
|
|
283
|
+
this.setBlendMode(blend);
|
|
284
|
+
|
|
285
|
+
gl.useProgram(program);
|
|
286
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.fullscreenBuffer);
|
|
287
|
+
const positionLocation = gl.getAttribLocation(program, "a_position");
|
|
288
|
+
gl.enableVertexAttribArray(positionLocation);
|
|
289
|
+
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
|
|
290
|
+
|
|
291
|
+
gl.activeTexture(gl.TEXTURE0);
|
|
292
|
+
gl.bindTexture(gl.TEXTURE_2D, this.layerTexture);
|
|
293
|
+
this.setUniform1i(program, "u_texture", 0);
|
|
294
|
+
this.setUniform1f(program, "u_opacity", opacity);
|
|
295
|
+
this.setUniform1f(program, "u_time", time);
|
|
296
|
+
this.setUniform1f(program, "u_intensity", effectIntensity);
|
|
297
|
+
this.setUniform2f(program, "u_resolution", resolution[0], resolution[1]);
|
|
298
|
+
|
|
299
|
+
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
|
300
|
+
}
|
|
301
|
+
|
|
302
|
+
ensureLayerTarget(width, height) {
|
|
303
|
+
if (!this.layerTargetAvailable) {
|
|
304
|
+
return;
|
|
305
|
+
}
|
|
306
|
+
|
|
307
|
+
const [targetWidth, targetHeight] = this.resolveLayerTargetSize(width, height);
|
|
308
|
+
if (this.layerFramebuffer && this.layerTargetWidth === targetWidth && this.layerTargetHeight === targetHeight) {
|
|
309
|
+
return;
|
|
310
|
+
}
|
|
311
|
+
this.layerTargetWidth = targetWidth;
|
|
312
|
+
this.layerTargetHeight = targetHeight;
|
|
313
|
+
|
|
314
|
+
this.disposeLayerTarget();
|
|
315
|
+
|
|
316
|
+
const gl = this.gl;
|
|
317
|
+
this.layerFramebuffer = gl.createFramebuffer();
|
|
318
|
+
this.layerTexture = gl.createTexture();
|
|
319
|
+
this.layerDepthRenderbuffer = gl.createRenderbuffer();
|
|
320
|
+
|
|
321
|
+
gl.bindTexture(gl.TEXTURE_2D, this.layerTexture);
|
|
322
|
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, targetWidth, targetHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
|
323
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
324
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
325
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
326
|
+
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
327
|
+
|
|
328
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, this.layerFramebuffer);
|
|
329
|
+
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.layerTexture, 0);
|
|
330
|
+
|
|
331
|
+
gl.bindRenderbuffer(gl.RENDERBUFFER, this.layerDepthRenderbuffer);
|
|
332
|
+
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, targetWidth, targetHeight);
|
|
333
|
+
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.layerDepthRenderbuffer);
|
|
334
|
+
|
|
335
|
+
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
|
336
|
+
if (status !== gl.FRAMEBUFFER_COMPLETE) {
|
|
337
|
+
console.warn("Layer framebuffer unavailable; falling back to direct rendering", status);
|
|
338
|
+
this.layerTargetAvailable = false;
|
|
339
|
+
this.disposeLayerTarget();
|
|
340
|
+
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
|
|
341
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
342
|
+
return;
|
|
343
|
+
}
|
|
344
|
+
|
|
345
|
+
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
|
|
346
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
347
|
+
}
|
|
348
|
+
|
|
349
|
+
disposeLayerTarget() {
|
|
350
|
+
if (this.layerTexture) {
|
|
351
|
+
this.gl.deleteTexture(this.layerTexture);
|
|
352
|
+
this.layerTexture = null;
|
|
353
|
+
}
|
|
354
|
+
if (this.layerDepthRenderbuffer) {
|
|
355
|
+
this.gl.deleteRenderbuffer(this.layerDepthRenderbuffer);
|
|
356
|
+
this.layerDepthRenderbuffer = null;
|
|
357
|
+
}
|
|
358
|
+
if (this.layerFramebuffer) {
|
|
359
|
+
this.gl.deleteFramebuffer(this.layerFramebuffer);
|
|
360
|
+
this.layerFramebuffer = null;
|
|
361
|
+
}
|
|
362
|
+
}
|
|
363
|
+
|
|
364
|
+
resolveLayerTargetSize(width, height) {
|
|
365
|
+
const gl = this.gl;
|
|
366
|
+
const maxTextureSize = Number(gl.getParameter(gl.MAX_TEXTURE_SIZE) || 4096);
|
|
367
|
+
let targetWidth = clamp(Math.floor(width), 1, maxTextureSize);
|
|
368
|
+
let targetHeight = clamp(Math.floor(height), 1, maxTextureSize);
|
|
369
|
+
|
|
370
|
+
const pixels = targetWidth * targetHeight;
|
|
371
|
+
if (pixels > MAX_LAYER_TARGET_PIXELS) {
|
|
372
|
+
const scale = Math.sqrt(MAX_LAYER_TARGET_PIXELS / pixels);
|
|
373
|
+
targetWidth = Math.max(1, Math.floor(targetWidth * scale));
|
|
374
|
+
targetHeight = Math.max(1, Math.floor(targetHeight * scale));
|
|
375
|
+
}
|
|
376
|
+
|
|
377
|
+
return [targetWidth, targetHeight];
|
|
378
|
+
}
|
|
379
|
+
|
|
380
|
+
setBlendMode(mode) {
|
|
381
|
+
if (mode === "add" || mode === "additive") {
|
|
382
|
+
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE);
|
|
383
|
+
return;
|
|
384
|
+
}
|
|
385
|
+
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
|
|
386
|
+
}
|
|
387
|
+
|
|
388
|
+
setUniform1f(program, uniformName, value) {
|
|
389
|
+
const location = this.gl.getUniformLocation(program, uniformName);
|
|
390
|
+
if (location === null) {
|
|
391
|
+
return;
|
|
392
|
+
}
|
|
393
|
+
this.gl.uniform1f(location, Number(value || 0));
|
|
394
|
+
}
|
|
395
|
+
|
|
396
|
+
setUniform2f(program, uniformName, x, y) {
|
|
397
|
+
const location = this.gl.getUniformLocation(program, uniformName);
|
|
398
|
+
if (location === null) {
|
|
399
|
+
return;
|
|
400
|
+
}
|
|
401
|
+
this.gl.uniform2f(location, Number(x || 0), Number(y || 0));
|
|
402
|
+
}
|
|
403
|
+
|
|
404
|
+
setUniform1i(program, uniformName, value) {
|
|
405
|
+
const location = this.gl.getUniformLocation(program, uniformName);
|
|
406
|
+
if (location === null) {
|
|
407
|
+
return;
|
|
408
|
+
}
|
|
409
|
+
this.gl.uniform1i(location, Number(value || 0));
|
|
410
|
+
}
|
|
411
|
+
|
|
412
|
+
reportLayerError(layer, error, phase) {
|
|
413
|
+
const name = String(layer?.name || "unnamed");
|
|
414
|
+
const shader = String(layer?.shader || layer?.type || "unknown");
|
|
415
|
+
const key = `${phase}:${name}:${shader}`;
|
|
416
|
+
if (this.layerErrorKeys.has(key)) {
|
|
417
|
+
return;
|
|
418
|
+
}
|
|
419
|
+
this.layerErrorKeys.add(key);
|
|
420
|
+
console.warn(`Layer render failed (${phase}) [${name}]`, error);
|
|
421
|
+
}
|
|
422
|
+
}
|
|
423
|
+
|
|
424
|
+
const isShaderLayer = (layer) => {
|
|
425
|
+
const type = String(layer?.type || "").toLowerCase();
|
|
426
|
+
return type === "shader" || !!layer?.shader || !!layer?.glsl;
|
|
427
|
+
};
|
|
428
|
+
|
|
429
|
+
const isParticleLayer = (layer) => {
|
|
430
|
+
const type = String(layer?.type || "").toLowerCase();
|
|
431
|
+
return type === "particle_field" || type === "particles" || type === "particle";
|
|
432
|
+
};
|
|
433
|
+
|
|
434
|
+
const isTextLayer = (layer) => {
|
|
435
|
+
const type = String(layer?.type || "").toLowerCase();
|
|
436
|
+
return type === "text" || type === "text_layer";
|
|
437
|
+
};
|
|
438
|
+
|
|
439
|
+
const defaultLayer = (audio) => ({
|
|
440
|
+
name: "wireframe_cube",
|
|
441
|
+
type: "geometry",
|
|
442
|
+
params: {
|
|
443
|
+
color_shift: Number(audio?.bands?.high || 0),
|
|
444
|
+
deform: audio?.fft || []
|
|
445
|
+
}
|
|
446
|
+
});
|
|
447
|
+
|
|
448
|
+
const clamp = (value, min, max) => Math.min(Math.max(value, min), max);
|
|
449
|
+
|
|
450
|
+
const hashString = (value) => {
|
|
451
|
+
let hash = 0;
|
|
452
|
+
for (let index = 0; index < value.length; index += 1) {
|
|
453
|
+
hash = (hash * 31 + value.charCodeAt(index)) >>> 0;
|
|
454
|
+
}
|
|
455
|
+
return hash.toString(16);
|
|
456
|
+
};
|
|
@@ -0,0 +1,69 @@
|
|
|
1
|
+
export const FULLSCREEN_VERTEX_SHADER = `#version 300 es
|
|
2
|
+
in vec2 a_position;
|
|
3
|
+
out vec2 v_uv;
|
|
4
|
+
void main() {
|
|
5
|
+
v_uv = a_position * 0.5 + 0.5;
|
|
6
|
+
gl_Position = vec4(a_position, 0.0, 1.0);
|
|
7
|
+
}
|
|
8
|
+
`;
|
|
9
|
+
|
|
10
|
+
export class ShaderManager {
|
|
11
|
+
constructor(gl) {
|
|
12
|
+
this.gl = gl;
|
|
13
|
+
this.programCache = new Map();
|
|
14
|
+
}
|
|
15
|
+
|
|
16
|
+
getProgram(cacheKey, vertexSource, fragmentSource) {
|
|
17
|
+
const key = String(cacheKey);
|
|
18
|
+
const cached = this.programCache.get(key);
|
|
19
|
+
if (cached) {
|
|
20
|
+
return cached;
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
const program = this.createProgram(vertexSource, fragmentSource);
|
|
24
|
+
this.programCache.set(key, program);
|
|
25
|
+
return program;
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
createProgram(vertexSource, fragmentSource) {
|
|
29
|
+
const gl = this.gl;
|
|
30
|
+
const vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSource);
|
|
31
|
+
const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
|
|
32
|
+
|
|
33
|
+
const program = gl.createProgram();
|
|
34
|
+
gl.attachShader(program, vertexShader);
|
|
35
|
+
gl.attachShader(program, fragmentShader);
|
|
36
|
+
gl.linkProgram(program);
|
|
37
|
+
|
|
38
|
+
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
|
39
|
+
const info = gl.getProgramInfoLog(program);
|
|
40
|
+
gl.deleteShader(vertexShader);
|
|
41
|
+
gl.deleteShader(fragmentShader);
|
|
42
|
+
gl.deleteProgram(program);
|
|
43
|
+
throw new Error(`Program linking failed: ${info}`);
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
gl.deleteShader(vertexShader);
|
|
47
|
+
gl.deleteShader(fragmentShader);
|
|
48
|
+
return program;
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
dispose() {
|
|
52
|
+
for (const program of this.programCache.values()) {
|
|
53
|
+
this.gl.deleteProgram(program);
|
|
54
|
+
}
|
|
55
|
+
this.programCache.clear();
|
|
56
|
+
}
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
const compileShader = (gl, type, source) => {
|
|
60
|
+
const shader = gl.createShader(type);
|
|
61
|
+
gl.shaderSource(shader, source);
|
|
62
|
+
gl.compileShader(shader);
|
|
63
|
+
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
|
64
|
+
const info = gl.getShaderInfoLog(shader);
|
|
65
|
+
gl.deleteShader(shader);
|
|
66
|
+
throw new Error(`Shader compilation failed: ${info}`);
|
|
67
|
+
}
|
|
68
|
+
return shader;
|
|
69
|
+
};
|