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https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Rearranging the shaders and scripts to hopefully make the project easier to work on
This commit is contained in:
167
js/utils.js
167
js/utils.js
@@ -1,167 +0,0 @@
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const makePassTexture = (regl, halfFloat) =>
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regl.texture({
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width: 1,
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height: 1,
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type: halfFloat ? "half float" : "uint8",
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wrap: "clamp",
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min: "linear",
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mag: "linear",
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});
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const makePassFBO = (regl, halfFloat) => regl.framebuffer({ color: makePassTexture(regl, halfFloat) });
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// A pyramid is just an array of FBOs, where each FBO is half the width
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// and half the height of the FBO below it.
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const makePyramid = (regl, height, halfFloat) =>
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Array(height)
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.fill()
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.map((_) => makePassFBO(regl, halfFloat));
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const makeDoubleBuffer = (regl, props) => {
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const state = Array(2)
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.fill()
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.map(() =>
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regl.framebuffer({
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color: regl.texture(props),
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depthStencil: false,
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})
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);
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return {
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front: ({ tick }) => state[tick % 2],
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back: ({ tick }) => state[(tick + 1) % 2],
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};
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};
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const resizePyramid = (pyramid, vw, vh, scale) =>
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pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
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const loadImage = (regl, url) => {
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let texture = regl.texture([[0]]);
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let loaded = false;
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return {
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texture: () => {
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if (!loaded) {
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console.warn(`texture still loading: ${url}`);
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}
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return texture;
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},
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loaded: (async () => {
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if (url != null) {
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const data = new Image();
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data.crossOrigin = "anonymous";
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data.src = url;
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await data.decode();
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loaded = true;
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texture = regl.texture({
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data,
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mag: "linear",
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min: "linear",
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flipY: true,
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});
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}
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})(),
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};
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};
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const loadText = (url) => {
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let text = "";
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let loaded = false;
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return {
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text: () => {
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if (!loaded) {
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console.warn(`text still loading: ${url}`);
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}
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return text;
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},
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loaded: (async () => {
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if (url != null) {
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text = await (await fetch(url)).text();
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loaded = true;
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}
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})(),
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};
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};
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const makeFullScreenQuad = (regl, uniforms = {}, context = {}) =>
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regl({
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vert: `
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precision mediump float;
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attribute vec2 aPosition;
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varying vec2 vUV;
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void main() {
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vUV = 0.5 * (aPosition + 1.0);
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gl_Position = vec4(aPosition, 0, 1);
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}
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`,
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frag: `
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precision mediump float;
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varying vec2 vUV;
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uniform sampler2D tex;
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void main() {
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gl_FragColor = texture2D(tex, vUV);
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}
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`,
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attributes: {
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aPosition: [-4, -4, 4, -4, 0, 4],
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},
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count: 3,
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uniforms: {
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...uniforms,
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time: regl.context("time"),
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tick: regl.context("tick"),
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},
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context,
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depth: { enable: false },
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});
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const make1DTexture = (regl, data) =>
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regl.texture({
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data,
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width: data.length / 3,
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height: 1,
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format: "rgb",
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mag: "linear",
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min: "linear",
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});
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const makePass = (outputs, render, resize, ready) => {
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if (render == null) {
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render = () => {};
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}
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if (resize == null) {
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resize = (w, h) => Object.values(outputs).forEach((output) => output.resize(w, h));
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}
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if (ready == null) {
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ready = Promise.resolve();
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} else if (ready instanceof Array) {
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ready = Promise.all(ready);
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}
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return {
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outputs,
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render,
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resize,
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ready,
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};
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};
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const makePipeline = (steps, getInputs, ...params) =>
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steps.filter((f) => f != null).reduce((pipeline, f, i) => [...pipeline, f(...params, i == 0 ? null : getInputs(pipeline[i - 1]))], []);
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export {
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makePassTexture,
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makePassFBO,
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makeDoubleBuffer,
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makePyramid,
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resizePyramid,
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loadImage,
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loadText,
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makeFullScreenQuad,
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make1DTexture,
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makePass,
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makePipeline,
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};
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