import { makeFullScreenQuad, makePipeline } from "./utils.js"; import makeRain from "./rainPass.js"; import makeBloomPass from "./bloomPass.js"; import makePalettePass from "./palettePass.js"; import makeStripePass from "./stripePass.js"; import makeImagePass from "./imagePass.js"; import makeResurrectionPass from "./resurrectionPass.js"; const effects = { none: null, plain: makePalettePass, customStripes: makeStripePass, stripes: makeStripePass, pride: makeStripePass, transPride: makeStripePass, trans: makeStripePass, image: makeImagePass, resurrection: makeResurrectionPass, resurrections: makeResurrectionPass, }; const dimensions = { width: 1, height: 1 }; export default async (canvas, config) => { const resize = () => { canvas.width = Math.ceil(canvas.clientWidth * config.resolution); canvas.height = Math.ceil(canvas.clientHeight * config.resolution); }; window.onresize = resize; resize(); const regl = createREGL({ canvas, extensions: ["OES_texture_half_float", "OES_texture_half_float_linear"], // These extensions are also needed, but Safari misreports that they are missing optionalExtensions: ["EXT_color_buffer_half_float", "WEBGL_color_buffer_float", "OES_standard_derivatives"], }); // All this takes place in a full screen quad. const fullScreenQuad = makeFullScreenQuad(regl); const effectName = config.effect in effects ? config.effect : "plain"; const pipeline = makePipeline({ regl, config }, [makeRain, makeBloomPass, effects[effectName]]); const screenUniforms = { tex: pipeline[pipeline.length - 1].outputs.primary }; const drawToScreen = regl({ uniforms: screenUniforms }); await Promise.all(pipeline.map((step) => step.ready)); const tick = regl.frame(({ viewportWidth, viewportHeight }) => { // tick.cancel(); if (dimensions.width !== viewportWidth || dimensions.height !== viewportHeight) { dimensions.width = viewportWidth; dimensions.height = viewportHeight; for (const step of pipeline) { step.setSize(viewportWidth, viewportHeight); } } fullScreenQuad(() => { for (const step of pipeline) { step.execute(); } drawToScreen(); }); }); };