Exploring ways to preserve the vanilla JS browser demo without compromising on the bundle. Experimenting with embedding images in the bundle as data URIs

This commit is contained in:
Rezmason
2025-05-06 12:59:02 -07:00
parent 6663c92f99
commit eea341f50c
27 changed files with 372 additions and 137 deletions

View File

@@ -1,11 +1,4 @@
import { loadImage, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js";
import { mat4, vec3 } from "gl-matrix";
import rainPassIntro from "../../shaders/glsl/rainPass.intro.frag.glsl";
import rainPassRaindrop from "../../shaders/glsl/rainPass.raindrop.frag.glsl";
import rainPassSymbol from "../../shaders/glsl/rainPass.symbol.frag.glsl";
import rainPassEffect from "../../shaders/glsl/rainPass.effect.frag.glsl";
import rainPassVert from "../../shaders/glsl/rainPass.vert.glsl";
import rainPassFrag from "../../shaders/glsl/rainPass.frag.glsl";
import { loadImage, loadText, makePassFBO, makeDoubleBuffer, makePass } from "./utils.js";
const extractEntries = (src, keys) =>
Object.fromEntries(Array.from(Object.entries(src)).filter(([key]) => keys.includes(key)));
@@ -37,7 +30,8 @@ const blVert = [1, 0];
const brVert = [1, 1];
const quadVertices = [tlVert, trVert, brVert, tlVert, brVert, blVert];
export default ({ regl, cache, config, lkg }) => {
export default ({ regl, cache, config, glMatrix }) => {
const { mat4, vec3 } = glMatrix;
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
const volumetric = config.volumetric;
@@ -69,6 +63,7 @@ export default ({ regl, cache, config, lkg }) => {
};
const introDoubleBuffer = makeComputeDoubleBuffer(regl, 1, numColumns);
const rainPassIntro = loadText(cache, "shaders/glsl/rainPass.intro.frag.glsl");
const introUniforms = {
...commonUniforms,
@@ -85,6 +80,7 @@ export default ({ regl, cache, config, lkg }) => {
});
const raindropDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
const rainPassRaindrop = loadText(cache, "shaders/glsl/rainPass.raindrop.frag.glsl");
const raindropUniforms = {
...commonUniforms,
@@ -108,6 +104,7 @@ export default ({ regl, cache, config, lkg }) => {
});
const symbolDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
const rainPassSymbol = loadText(cache, "shaders/glsl/rainPass.symbol.frag.glsl");
const symbolUniforms = {
...commonUniforms,
@@ -125,6 +122,7 @@ export default ({ regl, cache, config, lkg }) => {
});
const effectDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
const rainPassEffect = loadText(cache, "shaders/glsl/rainPass.effect.frag.glsl");
const effectUniforms = {
...commonUniforms,
@@ -224,8 +222,6 @@ export default ({ regl, cache, config, lkg }) => {
screenSize: regl.prop("screenSize"),
},
viewport: regl.prop("viewport"),
attributes: {
aPosition: quadPositions,
aCorner: Array(numQuads).fill(quadVertices),
@@ -237,7 +233,6 @@ export default ({ regl, cache, config, lkg }) => {
// Camera and transform math for the volumetric mode
const screenSize = [1, 1];
//const { mat4, vec3 } = glMatrix;
const transform = mat4.create();
if (volumetric && config.isometric) {
mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
@@ -253,7 +248,17 @@ export default ({ regl, cache, config, lkg }) => {
{
primary: output,
},
Promise.all([glyphMSDF.loaded, glintMSDF.loaded, baseTexture.loaded, glintTexture.loaded]),
Promise.all([
glyphMSDF.loaded,
glintMSDF.loaded,
baseTexture.loaded,
glintTexture.loaded,
rainPassIntro.loaded,
rainPassRaindrop.loaded,
rainPassSymbol.loaded,
rainPassVert.loaded,
rainPassFrag.loaded,
]),
(w, h) => {
output.resize(w, h);
const aspectRatio = w / h;
@@ -276,10 +281,10 @@ export default ({ regl, cache, config, lkg }) => {
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
},
(shouldRender) => {
intro({ frag: rainPassIntro });
raindrop({ frag: rainPassRaindrop });
symbol({ frag: rainPassSymbol });
effect({ frag: rainPassEffect });
intro({ frag: rainPassIntro.text() });
raindrop({ frag: rainPassRaindrop.text() });
symbol({ frag: rainPassSymbol.text() });
effect({ frag: rainPassEffect.text() });
if (shouldRender) {
regl.clear({
@@ -292,8 +297,8 @@ export default ({ regl, cache, config, lkg }) => {
transform,
camera,
screenSize,
vert: rainPassVert,
frag: rainPassFrag,
vert: rainPassVert.text(),
frag: rainPassFrag.text(),
glyphTransform: [1, 0, 0, 1],
});
}