@guinetik/gcanvas 1.0.5 → 2.0.0
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.
- package/dist/aizawa.html +27 -0
- package/dist/clifford.html +25 -0
- package/dist/cmb.html +24 -0
- package/dist/dadras.html +26 -0
- package/dist/dejong.html +25 -0
- package/dist/gcanvas.es.js +5130 -372
- package/dist/gcanvas.es.min.js +1 -1
- package/dist/gcanvas.umd.js +1 -1
- package/dist/gcanvas.umd.min.js +1 -1
- package/dist/halvorsen.html +27 -0
- package/dist/index.html +96 -48
- package/dist/js/aizawa.js +425 -0
- package/dist/js/bezier.js +5 -5
- package/dist/js/clifford.js +236 -0
- package/dist/js/cmb.js +594 -0
- package/dist/js/dadras.js +405 -0
- package/dist/js/dejong.js +257 -0
- package/dist/js/halvorsen.js +405 -0
- package/dist/js/isometric.js +34 -46
- package/dist/js/lorenz.js +425 -0
- package/dist/js/painter.js +8 -8
- package/dist/js/rossler.js +480 -0
- package/dist/js/schrodinger.js +314 -18
- package/dist/js/thomas.js +394 -0
- package/dist/lorenz.html +27 -0
- package/dist/rossler.html +27 -0
- package/dist/scene-interactivity-test.html +220 -0
- package/dist/thomas.html +27 -0
- package/package.json +1 -1
- package/readme.md +30 -22
- package/src/game/objects/go.js +7 -0
- package/src/game/objects/index.js +2 -0
- package/src/game/objects/isometric-scene.js +53 -3
- package/src/game/objects/layoutscene.js +57 -0
- package/src/game/objects/mask.js +241 -0
- package/src/game/objects/scene.js +19 -0
- package/src/game/objects/wrapper.js +14 -2
- package/src/game/pipeline.js +17 -0
- package/src/game/ui/button.js +101 -16
- package/src/game/ui/theme.js +0 -6
- package/src/game/ui/togglebutton.js +25 -14
- package/src/game/ui/tooltip.js +12 -4
- package/src/index.js +3 -0
- package/src/io/gesture.js +409 -0
- package/src/io/index.js +4 -1
- package/src/io/keys.js +9 -1
- package/src/io/screen.js +476 -0
- package/src/math/attractors.js +664 -0
- package/src/math/heat.js +106 -0
- package/src/math/index.js +1 -0
- package/src/mixins/draggable.js +15 -19
- package/src/painter/painter.shapes.js +11 -5
- package/src/particle/particle-system.js +165 -1
- package/src/physics/index.js +26 -0
- package/src/physics/physics-updaters.js +333 -0
- package/src/physics/physics.js +375 -0
- package/src/shapes/image.js +5 -5
- package/src/shapes/index.js +2 -0
- package/src/shapes/parallelogram.js +147 -0
- package/src/shapes/righttriangle.js +115 -0
- package/src/shapes/svg.js +281 -100
- package/src/shapes/text.js +22 -6
- package/src/shapes/transformable.js +5 -0
- package/src/sound/effects.js +807 -0
- package/src/sound/index.js +13 -0
- package/src/webgl/index.js +7 -0
- package/src/webgl/shaders/clifford-point-shaders.js +131 -0
- package/src/webgl/shaders/dejong-point-shaders.js +131 -0
- package/src/webgl/shaders/point-sprite-shaders.js +152 -0
- package/src/webgl/webgl-clifford-renderer.js +477 -0
- package/src/webgl/webgl-dejong-renderer.js +472 -0
- package/src/webgl/webgl-line-renderer.js +391 -0
- package/src/webgl/webgl-particle-renderer.js +410 -0
- package/types/index.d.ts +30 -2
- package/types/io.d.ts +217 -0
- package/types/physics.d.ts +299 -0
- package/types/shapes.d.ts +8 -0
- package/types/webgl.d.ts +188 -109
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/**
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* @module webgl/webgl-clifford-renderer
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* @description WebGLCliffordRenderer - procedural Clifford attractor renderer.
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*
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* This renderer draws the Clifford attractor using GL_POINTS and performs
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* the iterative map directly in the vertex shader (GPU).
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*
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* It renders into an offscreen WebGL canvas which can be composited onto
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* the main 2D canvas using `compositeOnto()`.
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*
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* @example
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* import { WebGLCliffordRenderer } from "@guinetik/gcanvas";
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*
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* const r = new WebGLCliffordRenderer(1 << 18, { width: 800, height: 600, shape: "glow" });
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* r.setParams({ a: -1.4, b: 1.6, c: 1.0, d: 0.7 });
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* r.setIterations(120);
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* r.setZoom(1);
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* r.setPointSize(1.0);
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* r.render(performance.now() / 1000);
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* r.compositeOnto(ctx, 0, 0);
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*/
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import {
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CLIFFORD_MAX_ITERATIONS,
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CLIFFORD_POINT_FRAGMENTS,
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CLIFFORD_POINT_VERTEX,
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} from "./shaders/clifford-point-shaders.js";
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/**
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* @typedef {"alpha"|"additive"} WebGLBlendMode
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* @typedef {"circle"|"glow"|"square"|"softSquare"} PointSpriteShape
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*/
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export class WebGLCliffordRenderer {
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/**
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* @param {number} seedCount - Number of seeds (points) to render.
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* @param {Object} [options]
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* @param {number} [options.width=800] - Initial canvas width
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* @param {number} [options.height=600] - Initial canvas height
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* @param {PointSpriteShape} [options.shape="glow"] - Point sprite fragment shape
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* @param {WebGLBlendMode} [options.blendMode="additive"] - WebGL blending mode
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* @param {number} [options.pointSize=1] - gl_PointSize in pixels
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* @param {number} [options.pointScale=0.5] - Mapping from attractor space to clip space
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* @param {number} [options.iterations=120] - Iteration count (0..CLIFFORD_MAX_ITERATIONS)
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* @param {{a:number,b:number,c:number,d:number}} [options.params] - Clifford parameters
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* @param {{r:number,g:number,b:number,a:number}} [options.color] - RGBA (0..1)
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* @param {0|1} [options.colorMode=0] - 0=flat, 1=speed→hue ramp
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* @param {{minHue:number,maxHue:number}} [options.hueRange]
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* @param {number} [options.maxSpeed=1.0] - Speed normalization threshold
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* @param {number} [options.saturation=0.85] - 0..1
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* @param {number} [options.lightness=0.55] - 0..1
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* @param {number} [options.alpha] - 0..1 (defaults to color.a)
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* @param {number} [options.hueShiftSpeed=0] - degrees per second
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*/
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constructor(seedCount = 1 << 18, options = {}) {
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this.seedCount = seedCount;
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this.width = options.width ?? 800;
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this.height = options.height ?? 600;
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this.shape = options.shape ?? "glow";
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this.blendMode = options.blendMode ?? "additive";
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this.pointSize = options.pointSize ?? 1.0;
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this.pointScale = options.pointScale ?? 0.5;
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this.iterations = Math.max(0, Math.min(CLIFFORD_MAX_ITERATIONS, options.iterations ?? 120));
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this.params = {
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a: options.params?.a ?? -1.4,
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b: options.params?.b ?? 1.6,
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c: options.params?.c ?? 1.0,
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d: options.params?.d ?? 0.7,
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};
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this.zoom = 1.0;
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this.transform = WebGLCliffordRenderer.identityMat3();
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this.color = options.color ?? { r: 1, g: 1, b: 1, a: 0.12 };
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// Color mode + ramp settings
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this.colorMode = options.colorMode ?? 0;
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this.hueRange = options.hueRange ?? { minHue: 180, maxHue: 300 };
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this.maxSpeed = options.maxSpeed ?? 1.0;
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this.saturation = options.saturation ?? 0.85; // 0..1
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this.lightness = options.lightness ?? 0.55; // 0..1
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this.alpha = options.alpha ?? this.color.a ?? 0.12; // 0..1
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this.hueShiftSpeed = options.hueShiftSpeed ?? 0; // degrees per second
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// Offscreen canvas
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this.canvas = document.createElement("canvas");
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this.canvas.width = this.width;
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this.canvas.height = this.height;
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// Premultiplied alpha for correct compositing to Canvas 2D
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this.gl = this.canvas.getContext("webgl", {
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alpha: true,
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premultipliedAlpha: true,
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antialias: false,
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preserveDrawingBuffer: true,
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});
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if (!this.gl) {
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console.warn("WebGL not available for Clifford renderer");
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this.available = false;
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return;
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}
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this.available = true;
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this._initGL();
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this._createSeedBuffer(seedCount);
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this._compileProgram();
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this._setupBlending();
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this._applyStaticUniforms();
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}
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/**
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* @returns {boolean}
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*/
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isAvailable() {
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return Boolean(this.available);
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}
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/**
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* Identity 3x3 matrix (column-major).
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* @returns {Float32Array}
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*/
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static identityMat3() {
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return new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]);
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}
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/**
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* 2D rotation matrix (column-major mat3).
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* @param {number} angle - Radians
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* @returns {Float32Array}
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*/
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static rotationMat3(angle) {
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const c = Math.cos(angle);
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const s = Math.sin(angle);
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return new Float32Array([c, s, 0, -s, c, 0, 0, 0, 1]);
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}
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/**
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* @private
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*/
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_initGL() {
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const gl = this.gl;
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gl.viewport(0, 0, this.width, this.height);
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gl.enable(gl.BLEND);
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}
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/**
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* @private
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* @param {number} seedCount
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*/
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_createSeedBuffer(seedCount) {
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const gl = this.gl;
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this._seeds = new Float32Array(seedCount * 2);
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for (let i = 0; i < this._seeds.length; i++) {
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this._seeds[i] = Math.random() * 2 - 1;
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}
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this.seedBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this.seedBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this._seeds, gl.STATIC_DRAW);
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}
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/**
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* Re-generate random seeds.
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*/
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regenerateSeeds() {
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if (!this.available) return;
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for (let i = 0; i < this._seeds.length; i++) {
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this._seeds[i] = Math.random() * 2 - 1;
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}
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const gl = this.gl;
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gl.bindBuffer(gl.ARRAY_BUFFER, this.seedBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this._seeds, gl.STATIC_DRAW);
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}
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/**
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* Change seed count (recreates buffers).
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* @param {number} seedCount
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*/
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setSeedCount(seedCount) {
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if (!this.available) return;
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if (seedCount === this.seedCount) return;
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this.seedCount = seedCount;
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const gl = this.gl;
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if (this.seedBuffer) gl.deleteBuffer(this.seedBuffer);
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this._createSeedBuffer(seedCount);
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}
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/**
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* @private
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*/
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_compileProgram() {
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const gl = this.gl;
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const fragmentSource =
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CLIFFORD_POINT_FRAGMENTS[this.shape] ?? CLIFFORD_POINT_FRAGMENTS.glow;
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const vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader, CLIFFORD_POINT_VERTEX);
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gl.compileShader(vertexShader);
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if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
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console.error("Clifford vertex shader error:", gl.getShaderInfoLog(vertexShader));
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this.available = false;
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return;
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}
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const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, fragmentSource);
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gl.compileShader(fragmentShader);
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if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
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console.error("Clifford fragment shader error:", gl.getShaderInfoLog(fragmentShader));
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this.available = false;
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return;
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}
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this.program = gl.createProgram();
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gl.attachShader(this.program, vertexShader);
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gl.attachShader(this.program, fragmentShader);
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gl.linkProgram(this.program);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
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console.error("Clifford program link error:", gl.getProgramInfoLog(this.program));
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this.available = false;
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return;
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}
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gl.useProgram(this.program);
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// Locations
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this.aPosition = gl.getAttribLocation(this.program, "aPosition");
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this.uTime = gl.getUniformLocation(this.program, "uTime");
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this.uParams = gl.getUniformLocation(this.program, "uParams");
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this.uIterations = gl.getUniformLocation(this.program, "uIterations");
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this.uTransform = gl.getUniformLocation(this.program, "uTransform");
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this.uZoom = gl.getUniformLocation(this.program, "uZoom");
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this.uPointScale = gl.getUniformLocation(this.program, "uPointScale");
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this.uPointSize = gl.getUniformLocation(this.program, "uPointSize");
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this.uColorMode = gl.getUniformLocation(this.program, "uColorMode");
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this.uColor = gl.getUniformLocation(this.program, "uColor");
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this.uHueRange = gl.getUniformLocation(this.program, "uHueRange");
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this.uMaxSpeed = gl.getUniformLocation(this.program, "uMaxSpeed");
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this.uSaturation = gl.getUniformLocation(this.program, "uSaturation");
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this.uLightness = gl.getUniformLocation(this.program, "uLightness");
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this.uAlpha = gl.getUniformLocation(this.program, "uAlpha");
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this.uHueOffset = gl.getUniformLocation(this.program, "uHueOffset");
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|
|
255
|
+
gl.deleteShader(vertexShader);
|
|
256
|
+
gl.deleteShader(fragmentShader);
|
|
257
|
+
}
|
|
258
|
+
|
|
259
|
+
/**
|
|
260
|
+
* @private
|
|
261
|
+
*/
|
|
262
|
+
_setupBlending() {
|
|
263
|
+
const gl = this.gl;
|
|
264
|
+
if (this.blendMode === "additive") {
|
|
265
|
+
gl.blendFunc(gl.ONE, gl.ONE);
|
|
266
|
+
} else {
|
|
267
|
+
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
268
|
+
}
|
|
269
|
+
}
|
|
270
|
+
|
|
271
|
+
/**
|
|
272
|
+
* Set WebGL blend mode.
|
|
273
|
+
* @param {WebGLBlendMode} mode
|
|
274
|
+
*/
|
|
275
|
+
setBlendMode(mode) {
|
|
276
|
+
this.blendMode = mode;
|
|
277
|
+
if (this.available) this._setupBlending();
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
/**
|
|
281
|
+
* Set point sprite shape (recompiles fragment shader).
|
|
282
|
+
* @param {PointSpriteShape} shape
|
|
283
|
+
*/
|
|
284
|
+
setShape(shape) {
|
|
285
|
+
if (shape === this.shape) return;
|
|
286
|
+
this.shape = shape;
|
|
287
|
+
|
|
288
|
+
if (!this.available) return;
|
|
289
|
+
const gl = this.gl;
|
|
290
|
+
if (this.program) gl.deleteProgram(this.program);
|
|
291
|
+
this._compileProgram();
|
|
292
|
+
this._setupBlending();
|
|
293
|
+
this._applyStaticUniforms();
|
|
294
|
+
}
|
|
295
|
+
|
|
296
|
+
/**
|
|
297
|
+
* @private
|
|
298
|
+
*/
|
|
299
|
+
_applyStaticUniforms() {
|
|
300
|
+
if (!this.available) return;
|
|
301
|
+
const gl = this.gl;
|
|
302
|
+
gl.useProgram(this.program);
|
|
303
|
+
if (this.uPointScale) gl.uniform1f(this.uPointScale, this.pointScale);
|
|
304
|
+
if (this.uPointSize) gl.uniform1f(this.uPointSize, this.pointSize);
|
|
305
|
+
}
|
|
306
|
+
|
|
307
|
+
/**
|
|
308
|
+
* Set color mode.
|
|
309
|
+
* @param {0|1} mode - 0=flat, 1=speed→hue
|
|
310
|
+
*/
|
|
311
|
+
setColorMode(mode) {
|
|
312
|
+
this.colorMode = mode === 1 ? 1 : 0;
|
|
313
|
+
}
|
|
314
|
+
|
|
315
|
+
/**
|
|
316
|
+
* Set Lorenz-like color ramp settings.
|
|
317
|
+
* @param {Object} options
|
|
318
|
+
* @param {number} options.minHue - degrees (fast)
|
|
319
|
+
* @param {number} options.maxHue - degrees (slow)
|
|
320
|
+
* @param {number} options.maxSpeed - speed normalization threshold
|
|
321
|
+
* @param {number} options.saturation - 0..1
|
|
322
|
+
* @param {number} options.lightness - 0..1
|
|
323
|
+
* @param {number} options.alpha - 0..1
|
|
324
|
+
* @param {number} options.hueShiftSpeed - degrees per second
|
|
325
|
+
*/
|
|
326
|
+
setColorRamp(options = {}) {
|
|
327
|
+
if (options.minHue !== undefined) this.hueRange.minHue = options.minHue;
|
|
328
|
+
if (options.maxHue !== undefined) this.hueRange.maxHue = options.maxHue;
|
|
329
|
+
if (options.maxSpeed !== undefined) this.maxSpeed = options.maxSpeed;
|
|
330
|
+
if (options.saturation !== undefined) this.saturation = options.saturation;
|
|
331
|
+
if (options.lightness !== undefined) this.lightness = options.lightness;
|
|
332
|
+
if (options.alpha !== undefined) this.alpha = options.alpha;
|
|
333
|
+
if (options.hueShiftSpeed !== undefined) this.hueShiftSpeed = options.hueShiftSpeed;
|
|
334
|
+
}
|
|
335
|
+
|
|
336
|
+
/**
|
|
337
|
+
* Set Clifford parameters.
|
|
338
|
+
* @param {{a:number,b:number,c:number,d:number}} params
|
|
339
|
+
*/
|
|
340
|
+
setParams(params) {
|
|
341
|
+
this.params = { ...this.params, ...params };
|
|
342
|
+
}
|
|
343
|
+
|
|
344
|
+
/**
|
|
345
|
+
* Set iteration count (clamped to shader max).
|
|
346
|
+
* @param {number} iterations
|
|
347
|
+
*/
|
|
348
|
+
setIterations(iterations) {
|
|
349
|
+
this.iterations = Math.max(0, Math.min(CLIFFORD_MAX_ITERATIONS, Math.floor(iterations)));
|
|
350
|
+
}
|
|
351
|
+
|
|
352
|
+
/**
|
|
353
|
+
* Set zoom factor.
|
|
354
|
+
* @param {number} zoom
|
|
355
|
+
*/
|
|
356
|
+
setZoom(zoom) {
|
|
357
|
+
this.zoom = zoom;
|
|
358
|
+
}
|
|
359
|
+
|
|
360
|
+
/**
|
|
361
|
+
* Set transform matrix (mat3, column-major).
|
|
362
|
+
* @param {Float32Array} mat3
|
|
363
|
+
*/
|
|
364
|
+
setTransform(mat3) {
|
|
365
|
+
this.transform = mat3;
|
|
366
|
+
}
|
|
367
|
+
|
|
368
|
+
/**
|
|
369
|
+
* Set point size in pixels.
|
|
370
|
+
* @param {number} size
|
|
371
|
+
*/
|
|
372
|
+
setPointSize(size) {
|
|
373
|
+
this.pointSize = size;
|
|
374
|
+
if (this.available && this.uPointSize) {
|
|
375
|
+
this.gl.useProgram(this.program);
|
|
376
|
+
this.gl.uniform1f(this.uPointSize, size);
|
|
377
|
+
}
|
|
378
|
+
}
|
|
379
|
+
|
|
380
|
+
/**
|
|
381
|
+
* Set color (0..1 RGBA).
|
|
382
|
+
* @param {{r:number,g:number,b:number,a:number}} color
|
|
383
|
+
*/
|
|
384
|
+
setColor(color) {
|
|
385
|
+
this.color = { ...this.color, ...color };
|
|
386
|
+
}
|
|
387
|
+
|
|
388
|
+
/**
|
|
389
|
+
* Resize the renderer.
|
|
390
|
+
* @param {number} width
|
|
391
|
+
* @param {number} height
|
|
392
|
+
*/
|
|
393
|
+
resize(width, height) {
|
|
394
|
+
this.width = width;
|
|
395
|
+
this.height = height;
|
|
396
|
+
this.canvas.width = width;
|
|
397
|
+
this.canvas.height = height;
|
|
398
|
+
if (this.available) {
|
|
399
|
+
this.gl.viewport(0, 0, width, height);
|
|
400
|
+
}
|
|
401
|
+
}
|
|
402
|
+
|
|
403
|
+
/**
|
|
404
|
+
* Clear the WebGL canvas.
|
|
405
|
+
* @param {number} r - 0..1
|
|
406
|
+
* @param {number} g - 0..1
|
|
407
|
+
* @param {number} b - 0..1
|
|
408
|
+
* @param {number} a - 0..1
|
|
409
|
+
*/
|
|
410
|
+
clear(r = 0, g = 0, b = 0, a = 0) {
|
|
411
|
+
if (!this.available) return;
|
|
412
|
+
const gl = this.gl;
|
|
413
|
+
gl.clearColor(r, g, b, a);
|
|
414
|
+
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
415
|
+
}
|
|
416
|
+
|
|
417
|
+
/**
|
|
418
|
+
* Render one frame.
|
|
419
|
+
* @param {number} timeSeconds - Time in seconds (uTime)
|
|
420
|
+
*/
|
|
421
|
+
render(timeSeconds = 0) {
|
|
422
|
+
if (!this.available) return;
|
|
423
|
+
|
|
424
|
+
const gl = this.gl;
|
|
425
|
+
gl.useProgram(this.program);
|
|
426
|
+
|
|
427
|
+
// Update uniforms
|
|
428
|
+
if (this.uTime) gl.uniform1f(this.uTime, timeSeconds);
|
|
429
|
+
if (this.uParams) gl.uniform4f(this.uParams, this.params.a, this.params.b, this.params.c, this.params.d);
|
|
430
|
+
if (this.uIterations) gl.uniform1i(this.uIterations, this.iterations);
|
|
431
|
+
if (this.uTransform) gl.uniformMatrix3fv(this.uTransform, false, this.transform);
|
|
432
|
+
if (this.uZoom) gl.uniform1f(this.uZoom, this.zoom);
|
|
433
|
+
if (this.uPointScale) gl.uniform1f(this.uPointScale, this.pointScale);
|
|
434
|
+
if (this.uPointSize) gl.uniform1f(this.uPointSize, this.pointSize);
|
|
435
|
+
if (this.uColor) gl.uniform4f(this.uColor, this.color.r, this.color.g, this.color.b, this.color.a);
|
|
436
|
+
|
|
437
|
+
if (this.uColorMode) gl.uniform1i(this.uColorMode, this.colorMode);
|
|
438
|
+
if (this.uHueRange) gl.uniform2f(this.uHueRange, this.hueRange.minHue, this.hueRange.maxHue);
|
|
439
|
+
if (this.uMaxSpeed) gl.uniform1f(this.uMaxSpeed, this.maxSpeed);
|
|
440
|
+
if (this.uSaturation) gl.uniform1f(this.uSaturation, this.saturation);
|
|
441
|
+
if (this.uLightness) gl.uniform1f(this.uLightness, this.lightness);
|
|
442
|
+
if (this.uAlpha) gl.uniform1f(this.uAlpha, this.alpha);
|
|
443
|
+
if (this.uHueOffset) gl.uniform1f(this.uHueOffset, (timeSeconds * this.hueShiftSpeed) % 360);
|
|
444
|
+
|
|
445
|
+
// Bind seeds
|
|
446
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, this.seedBuffer);
|
|
447
|
+
gl.enableVertexAttribArray(this.aPosition);
|
|
448
|
+
gl.vertexAttribPointer(this.aPosition, 2, gl.FLOAT, false, 0, 0);
|
|
449
|
+
|
|
450
|
+
gl.drawArrays(gl.POINTS, 0, this.seedCount);
|
|
451
|
+
}
|
|
452
|
+
|
|
453
|
+
/**
|
|
454
|
+
* Composite WebGL canvas onto a 2D canvas context.
|
|
455
|
+
* @param {CanvasRenderingContext2D} ctx
|
|
456
|
+
* @param {number} [x=0]
|
|
457
|
+
* @param {number} [y=0]
|
|
458
|
+
* @param {number} [width]
|
|
459
|
+
* @param {number} [height]
|
|
460
|
+
*/
|
|
461
|
+
compositeOnto(ctx, x = 0, y = 0, width, height) {
|
|
462
|
+
if (!this.available) return;
|
|
463
|
+
ctx.drawImage(this.canvas, x, y, width ?? this.canvas.width, height ?? this.canvas.height);
|
|
464
|
+
}
|
|
465
|
+
|
|
466
|
+
/**
|
|
467
|
+
* Destroy and free resources.
|
|
468
|
+
*/
|
|
469
|
+
destroy() {
|
|
470
|
+
if (!this.available) return;
|
|
471
|
+
const gl = this.gl;
|
|
472
|
+
if (this.program) gl.deleteProgram(this.program);
|
|
473
|
+
if (this.seedBuffer) gl.deleteBuffer(this.seedBuffer);
|
|
474
|
+
this._seeds = null;
|
|
475
|
+
}
|
|
476
|
+
}
|
|
477
|
+
|