Component now reuses its canvas. regl implementation reuses its regl instance, and caches resources that already loaded.

This commit is contained in:
Rezmason
2025-05-05 18:59:18 -07:00
parent 237990b44c
commit 664f484723
6 changed files with 115 additions and 87 deletions

View File

@@ -6,10 +6,10 @@ import imagePassFrag from "../../shaders/glsl/imagePass.frag.glsl";
const defaultBGURL =
"https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Flammarion_Colored.jpg/917px-Flammarion_Colored.jpg";
export default ({ regl, config }, inputs) => {
export default ({ regl, cache, config }, inputs) => {
const output = makePassFBO(regl, config.useHalfFloat);
const bgURL = "bgURL" in config ? config.bgURL : defaultBGURL;
const background = loadImage(regl, bgURL);
const background = loadImage(cache, regl, bgURL);
const render = regl({
frag: regl.prop("frag"),
uniforms: {

View File

@@ -23,45 +23,27 @@ const effects = {
mirror: makeMirrorPass,
};
const dimensions = { width: 1, height: 1 };
// const loadJS = (src) =>
// new Promise((resolve, reject) => {
// const tag = document.createElement("script");
// tag.onload = resolve;
// tag.onerror = reject;
// tag.src = src;
// document.body.appendChild(tag);
// });
// Promise.all([loadJS("lib/regl.min.js"), loadJS("lib/gl-matrix.js")]);
export const createRain = async (canvas, config, gl) => {
export const init = async (canvas) => {
const resize = () => {
const dpr = window.devicePixelRatio || 1;
canvas.width = Math.ceil(window.innerWidth * dpr * config.resolution);
canvas.height = Math.ceil(window.innerHeight * dpr * config.resolution);
const devicePixelRatio = window.devicePixelRatio ?? 1;
canvas.width = Math.ceil(canvas.clientWidth * devicePixelRatio * rain.resolution);
canvas.height = Math.ceil(canvas.clientHeight * devicePixelRatio * rain.resolution);
};
window.onresize = resize;
if (document.fullscreenEnabled || document.webkitFullscreenEnabled) {
window.ondblclick = () => {
if (document.fullscreenElement == null) {
if (canvas.webkitRequestFullscreen != null) {
canvas.webkitRequestFullscreen();
} else {
canvas.requestFullscreen();
}
} else {
document.exitFullscreen();
}
};
}
resize();
if (config.useCamera) {
await setupCamera();
}
const doubleClick = () => {
if (!document.fullscreenEnabled && !document.webkitFullscreenEnabled) {
return;
}
if (document.fullscreenElement != null) {
document.exitFullscreen();
return;
}
if (canvas.webkitRequestFullscreen != null) {
canvas.webkitRequestFullscreen();
} else {
canvas.requestFullscreen();
}
};
const extensions = ["OES_texture_half_float", "OES_texture_half_float_linear"];
// These extensions are also needed, but Safari misreports that they are missing
@@ -71,22 +53,35 @@ export const createRain = async (canvas, config, gl) => {
"OES_standard_derivatives",
];
switch (config.testFix) {
case "fwidth_10_1_2022_A":
extensions.push("OES_standard_derivatives");
break;
case "fwidth_10_1_2022_B":
optionalExtensions.forEach((ext) => extensions.push(ext));
extensions.length = 0;
break;
}
const regl = createREGL({ canvas, pixelRatio: 1, extensions, optionalExtensions });
const cache = new Map();
const rain = { canvas, resize, doubleClick, cache, regl, resolution: 1 };
const regl = createREGL({
gl,
pixelRatio: 1,
extensions,
optionalExtensions,
});
window.addEventListener("dblclick", doubleClick);
window.addEventListener("resize", resize);
resize();
return rain;
};
export const destroy = (rain) => {
rain.resizeObserver.disconnect();
window.removeEventListener("resize", resize);
window.removeEventListener("dblclick", doubleClick);
cache.clear();
};
export const formulate = async (rain, config) => {
const { resize, canvas, cache, regl } = rain;
rain.resolution = config.resolution;
resize();
const dimensions = { width: 1, height: 1 };
if (config.useCamera) {
await setupCamera();
}
const cameraTex = regl.texture(cameraCanvas);
const lkg = await getLKG(config.useHoloplay, true);
@@ -94,7 +89,7 @@ export const createRain = async (canvas, config, gl) => {
// All this takes place in a full screen quad.
const fullScreenQuad = makeFullScreenQuad(regl);
const effectName = config.effect in effects ? config.effect : "palette";
const context = { regl, config, lkg, cameraTex, cameraAspectRatio };
const context = { regl, cache, config, lkg, cameraTex, cameraAspectRatio };
const pipeline = makePipeline(context, [
makeRain,
makeBloomPass,
@@ -112,6 +107,14 @@ export const createRain = async (canvas, config, gl) => {
const targetFrameTimeMilliseconds = 1000 / config.fps;
let last = NaN;
resetREGLTime: {
const reset = regl.frame(o => {
o.time = 0;
o.tick = 0;
reset.cancel();
})
}
const tick = regl.frame(({ viewportWidth, viewportHeight }) => {
if (config.once) {
tick.cancel();
@@ -150,10 +153,15 @@ export const createRain = async (canvas, config, gl) => {
});
});
return { regl, tick, canvas };
if (rain.tick != null) {
rain.tick.cancel();
}
rain.tick = tick;
};
export const destroyRain = ({ regl, tick, canvas }) => {
export const destroyRain = ({ regl, cache, tick, canvas }) => {
cache.clear();
tick.cancel(); // stop RAF
regl.destroy(); // release all GPU resources & event listeners
//canvas.remove(); // drop from the DOM

View File

@@ -37,7 +37,7 @@ const blVert = [1, 0];
const brVert = [1, 1];
const quadVertices = [tlVert, trVert, brVert, tlVert, brVert, blVert];
export default ({ regl, config, lkg }) => {
export default ({ regl, cache, config, lkg }) => {
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
const volumetric = config.volumetric;
@@ -157,10 +157,10 @@ export default ({ regl, config, lkg }) => {
);
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
const glyphMSDF = loadImage(regl, config.glyphMSDFURL);
const glintMSDF = loadImage(regl, config.glintMSDFURL);
const baseTexture = loadImage(regl, config.baseTextureURL, true);
const glintTexture = loadImage(regl, config.glintTextureURL, true);
const glyphMSDF = loadImage(cache, regl, config.glyphMSDFURL);
const glintMSDF = loadImage(cache, regl, config.glintMSDFURL);
const baseTexture = loadImage(cache, regl, config.baseTextureURL, true);
const glintTexture = loadImage(cache, regl, config.glintTextureURL, true);
const output = makePassFBO(regl, config.useHalfFloat);
const renderUniforms = {
...commonUniforms,

View File

@@ -28,10 +28,16 @@ const makeDoubleBuffer = (regl, props) => {
const isPowerOfTwo = (x) => Math.log2(x) % 1 == 0;
const loadImage = (regl, url, mipmap) => {
const loadImage = (cache, regl, url, mipmap) => {
const key = `${url}_${mipmap}`;
if (cache.has(key)) {
return cache.get(key);
}
let texture = regl.texture([[0]]);
let loaded = false;
return {
const resource = {
texture: () => {
if (!loaded && url != null) {
console.warn(`texture still loading: ${url}`);
@@ -72,12 +78,18 @@ const loadImage = (regl, url, mipmap) => {
}
})(),
};
cache.set(key, resource);
return resource;
};
const loadText = (url) => {
const loadText = (cache, url) => {
const key = url;
if (cache.has(key)) {
return cache.get(key);
}
let text = "";
let loaded = false;
return {
const resource = {
text: () => {
if (!loaded) {
console.warn(`text still loading: ${url}`);
@@ -91,6 +103,8 @@ const loadText = (url) => {
}
})(),
};
cache.set(key, resource);
return resource;
};
const makeFullScreenQuad = (regl, uniforms = {}, context = {}) =>