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-rw-r--r--apps/web/src/services/renderer/webgl/webgl-utils.ts596
1 files changed, 298 insertions, 298 deletions
diff --git a/apps/web/src/services/renderer/webgl/webgl-utils.ts b/apps/web/src/services/renderer/webgl/webgl-utils.ts
index 834c652e..ec207546 100644
--- a/apps/web/src/services/renderer/webgl/webgl-utils.ts
+++ b/apps/web/src/services/renderer/webgl/webgl-utils.ts
@@ -1,298 +1,298 @@
-import VERTEX_SHADER_SOURCE from "@/lib/effects/effect.vert.glsl";
-
-export interface EffectPassData {
- fragmentShader: string;
- uniforms: Record<string, number | number[]>;
-}
-
-export const QUAD_POSITIONS = new Float32Array([
- -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1,
-]);
-
-export function compileProgram({
- context,
- fragmentShaderSource,
- programCache,
-}: {
- context: WebGLRenderingContext;
- fragmentShaderSource: string;
- programCache: Map<string, WebGLProgram>;
-}): WebGLProgram {
- const cached = programCache.get(fragmentShaderSource);
- if (cached) {
- return cached;
- }
- const vertexShader = compileShader({
- context,
- source: VERTEX_SHADER_SOURCE,
- type: context.VERTEX_SHADER,
- });
- const fragmentShader = compileShader({
- context,
- source: fragmentShaderSource,
- type: context.FRAGMENT_SHADER,
- });
- const program = context.createProgram();
- if (!program) {
- throw new Error("Failed to create WebGL program");
- }
- context.attachShader(program, vertexShader);
- context.attachShader(program, fragmentShader);
- context.linkProgram(program);
- if (!context.getProgramParameter(program, context.LINK_STATUS)) {
- const info = context.getProgramInfoLog(program);
- context.deleteProgram(program);
- throw new Error(`WebGL program link failed: ${info}`);
- }
- context.deleteShader(vertexShader);
- context.deleteShader(fragmentShader);
- programCache.set(fragmentShaderSource, program);
- return program;
-}
-
-export function compileShader({
- context,
- source,
- type,
-}: {
- context: WebGLRenderingContext;
- source: string;
- type: number;
-}): WebGLShader {
- const shader = context.createShader(type);
- if (!shader) {
- throw new Error("Failed to create WebGL shader");
- }
- context.shaderSource(shader, source);
- context.compileShader(shader);
- if (!context.getShaderParameter(shader, context.COMPILE_STATUS)) {
- const info = context.getShaderInfoLog(shader);
- context.deleteShader(shader);
- throw new Error(`WebGL shader compile failed: ${info}`);
- }
- return shader;
-}
-
-export function createTexture({
- context,
- source,
-}: {
- context: WebGLRenderingContext;
- source: CanvasImageSource;
-}): WebGLTexture {
- const texture = context.createTexture();
- if (!texture) {
- throw new Error("Failed to create WebGL texture");
- }
- context.activeTexture(context.TEXTURE0);
- context.bindTexture(context.TEXTURE_2D, texture);
- context.pixelStorei(context.UNPACK_FLIP_Y_WEBGL, 1);
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_WRAP_S,
- context.CLAMP_TO_EDGE,
- );
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_WRAP_T,
- context.CLAMP_TO_EDGE,
- );
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_MIN_FILTER,
- context.LINEAR,
- );
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_MAG_FILTER,
- context.LINEAR,
- );
- context.texImage2D(
- context.TEXTURE_2D,
- 0,
- context.RGBA,
- context.RGBA,
- context.UNSIGNED_BYTE,
- source as TexImageSource,
- );
- return texture;
-}
-
-export function setUniforms({
- context,
- program,
- uniforms,
-}: {
- context: WebGLRenderingContext;
- program: WebGLProgram;
- uniforms: Record<string, number | number[]>;
-}): void {
- for (const [name, value] of Object.entries(uniforms)) {
- const location = context.getUniformLocation(program, name);
- if (location === null) continue;
-
- if (typeof value === "number") {
- context.uniform1f(location, value);
- } else if (Array.isArray(value)) {
- if (value.length === 2) {
- context.uniform2fv(location, new Float32Array(value));
- } else if (value.length === 3) {
- context.uniform3fv(location, new Float32Array(value));
- } else if (value.length === 4) {
- context.uniform4fv(location, new Float32Array(value));
- }
- }
- }
-}
-
-export function drawFullscreenQuad({
- context,
- program,
- width,
- height,
-}: {
- context: WebGLRenderingContext;
- program: WebGLProgram;
- width: number;
- height: number;
-}): void {
- const positionLocation = context.getAttribLocation(program, "a_position");
- const buffer = context.createBuffer();
- context.bindBuffer(context.ARRAY_BUFFER, buffer);
- context.bufferData(context.ARRAY_BUFFER, QUAD_POSITIONS, context.STATIC_DRAW);
- context.enableVertexAttribArray(positionLocation);
- context.vertexAttribPointer(positionLocation, 2, context.FLOAT, false, 0, 0);
-
- context.viewport(0, 0, width, height);
- context.clearColor(0, 0, 0, 0);
- context.clear(context.COLOR_BUFFER_BIT);
- context.drawArrays(context.TRIANGLES, 0, 6);
-}
-
-export function createFramebufferTexture({
- context,
- width,
- height,
-}: {
- context: WebGLRenderingContext;
- width: number;
- height: number;
-}): { texture: WebGLTexture; framebuffer: WebGLFramebuffer } {
- const texture = context.createTexture();
- if (!texture) throw new Error("Failed to create framebuffer texture");
- context.bindTexture(context.TEXTURE_2D, texture);
- context.texImage2D(
- context.TEXTURE_2D,
- 0,
- context.RGBA,
- width,
- height,
- 0,
- context.RGBA,
- context.UNSIGNED_BYTE,
- null,
- );
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_WRAP_S,
- context.CLAMP_TO_EDGE,
- );
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_WRAP_T,
- context.CLAMP_TO_EDGE,
- );
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_MIN_FILTER,
- context.LINEAR,
- );
- context.texParameteri(
- context.TEXTURE_2D,
- context.TEXTURE_MAG_FILTER,
- context.LINEAR,
- );
- context.bindTexture(context.TEXTURE_2D, null);
-
- const framebuffer = context.createFramebuffer();
- if (!framebuffer) throw new Error("Failed to create framebuffer");
- context.bindFramebuffer(context.FRAMEBUFFER, framebuffer);
- context.framebufferTexture2D(
- context.FRAMEBUFFER,
- context.COLOR_ATTACHMENT0,
- context.TEXTURE_2D,
- texture,
- 0,
- );
- context.bindFramebuffer(context.FRAMEBUFFER, null);
-
- return { texture, framebuffer };
-}
-
-export function applyMultiPassEffect({
- context,
- source,
- width,
- height,
- passes,
- programCache,
-}: {
- context: WebGLRenderingContext;
- source: CanvasImageSource;
- width: number;
- height: number;
- passes: EffectPassData[];
- programCache: Map<string, WebGLProgram>;
-}): void {
- const sourceTexture = createTexture({ context, source });
- let currentTexture: WebGLTexture = sourceTexture;
-
- const intermediates: Array<{
- texture: WebGLTexture;
- framebuffer: WebGLFramebuffer;
- }> = [];
- for (let i = 0; i < passes.length - 1; i++) {
- intermediates.push(createFramebufferTexture({ context, width, height }));
- }
-
- for (let i = 0; i < passes.length; i++) {
- const pass = passes[i];
- const program = compileProgram({
- context,
- fragmentShaderSource: pass.fragmentShader,
- programCache,
- });
- const isLastPass = i === passes.length - 1;
- const targetFramebuffer = isLastPass ? null : intermediates[i].framebuffer;
-
- context.bindFramebuffer(context.FRAMEBUFFER, targetFramebuffer);
- // biome-ignore lint/correctness/useHookAtTopLevel: WebGL API method, not a React hook
- context.useProgram(program);
- context.activeTexture(context.TEXTURE0);
- context.bindTexture(context.TEXTURE_2D, currentTexture);
-
- const uTextureLocation = context.getUniformLocation(program, "u_texture");
- if (uTextureLocation) {
- context.uniform1i(uTextureLocation, 0);
- }
-
- setUniforms({
- context,
- program,
- uniforms: { ...pass.uniforms, u_resolution: [width, height] },
- });
- drawFullscreenQuad({ context, program, width, height });
-
- if (!isLastPass) {
- currentTexture = intermediates[i].texture;
- }
- }
-
- context.deleteTexture(sourceTexture);
- for (const intermediate of intermediates) {
- context.deleteTexture(intermediate.texture);
- context.deleteFramebuffer(intermediate.framebuffer);
- }
- context.bindTexture(context.TEXTURE_2D, null);
- context.bindFramebuffer(context.FRAMEBUFFER, null);
-}
+import VERTEX_SHADER_SOURCE from "@/lib/effects/effect.vert.glsl";
+
+export interface EffectPassData {
+ fragmentShader: string;
+ uniforms: Record<string, number | number[]>;
+}
+
+export const QUAD_POSITIONS = new Float32Array([
+ -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1,
+]);
+
+export function compileProgram({
+ context,
+ fragmentShaderSource,
+ programCache,
+}: {
+ context: WebGLRenderingContext;
+ fragmentShaderSource: string;
+ programCache: Map<string, WebGLProgram>;
+}): WebGLProgram {
+ const cached = programCache.get(fragmentShaderSource);
+ if (cached) {
+ return cached;
+ }
+ const vertexShader = compileShader({
+ context,
+ source: VERTEX_SHADER_SOURCE,
+ type: context.VERTEX_SHADER,
+ });
+ const fragmentShader = compileShader({
+ context,
+ source: fragmentShaderSource,
+ type: context.FRAGMENT_SHADER,
+ });
+ const program = context.createProgram();
+ if (!program) {
+ throw new Error("Failed to create WebGL program");
+ }
+ context.attachShader(program, vertexShader);
+ context.attachShader(program, fragmentShader);
+ context.linkProgram(program);
+ if (!context.getProgramParameter(program, context.LINK_STATUS)) {
+ const info = context.getProgramInfoLog(program);
+ context.deleteProgram(program);
+ throw new Error(`WebGL program link failed: ${info}`);
+ }
+ context.deleteShader(vertexShader);
+ context.deleteShader(fragmentShader);
+ programCache.set(fragmentShaderSource, program);
+ return program;
+}
+
+export function compileShader({
+ context,
+ source,
+ type,
+}: {
+ context: WebGLRenderingContext;
+ source: string;
+ type: number;
+}): WebGLShader {
+ const shader = context.createShader(type);
+ if (!shader) {
+ throw new Error("Failed to create WebGL shader");
+ }
+ context.shaderSource(shader, source);
+ context.compileShader(shader);
+ if (!context.getShaderParameter(shader, context.COMPILE_STATUS)) {
+ const info = context.getShaderInfoLog(shader);
+ context.deleteShader(shader);
+ throw new Error(`WebGL shader compile failed: ${info}`);
+ }
+ return shader;
+}
+
+export function createTexture({
+ context,
+ source,
+}: {
+ context: WebGLRenderingContext;
+ source: CanvasImageSource;
+}): WebGLTexture {
+ const texture = context.createTexture();
+ if (!texture) {
+ throw new Error("Failed to create WebGL texture");
+ }
+ context.activeTexture(context.TEXTURE0);
+ context.bindTexture(context.TEXTURE_2D, texture);
+ context.pixelStorei(context.UNPACK_FLIP_Y_WEBGL, 1);
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_WRAP_S,
+ context.CLAMP_TO_EDGE,
+ );
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_WRAP_T,
+ context.CLAMP_TO_EDGE,
+ );
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_MIN_FILTER,
+ context.LINEAR,
+ );
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_MAG_FILTER,
+ context.LINEAR,
+ );
+ context.texImage2D(
+ context.TEXTURE_2D,
+ 0,
+ context.RGBA,
+ context.RGBA,
+ context.UNSIGNED_BYTE,
+ source as TexImageSource,
+ );
+ return texture;
+}
+
+export function setUniforms({
+ context,
+ program,
+ uniforms,
+}: {
+ context: WebGLRenderingContext;
+ program: WebGLProgram;
+ uniforms: Record<string, number | number[]>;
+}): void {
+ for (const [name, value] of Object.entries(uniforms)) {
+ const location = context.getUniformLocation(program, name);
+ if (location === null) continue;
+
+ if (typeof value === "number") {
+ context.uniform1f(location, value);
+ } else if (Array.isArray(value)) {
+ if (value.length === 2) {
+ context.uniform2fv(location, new Float32Array(value));
+ } else if (value.length === 3) {
+ context.uniform3fv(location, new Float32Array(value));
+ } else if (value.length === 4) {
+ context.uniform4fv(location, new Float32Array(value));
+ }
+ }
+ }
+}
+
+export function drawFullscreenQuad({
+ context,
+ program,
+ width,
+ height,
+}: {
+ context: WebGLRenderingContext;
+ program: WebGLProgram;
+ width: number;
+ height: number;
+}): void {
+ const positionLocation = context.getAttribLocation(program, "a_position");
+ const buffer = context.createBuffer();
+ context.bindBuffer(context.ARRAY_BUFFER, buffer);
+ context.bufferData(context.ARRAY_BUFFER, QUAD_POSITIONS, context.STATIC_DRAW);
+ context.enableVertexAttribArray(positionLocation);
+ context.vertexAttribPointer(positionLocation, 2, context.FLOAT, false, 0, 0);
+
+ context.viewport(0, 0, width, height);
+ context.clearColor(0, 0, 0, 0);
+ context.clear(context.COLOR_BUFFER_BIT);
+ context.drawArrays(context.TRIANGLES, 0, 6);
+}
+
+export function createFramebufferTexture({
+ context,
+ width,
+ height,
+}: {
+ context: WebGLRenderingContext;
+ width: number;
+ height: number;
+}): { texture: WebGLTexture; framebuffer: WebGLFramebuffer } {
+ const texture = context.createTexture();
+ if (!texture) throw new Error("Failed to create framebuffer texture");
+ context.bindTexture(context.TEXTURE_2D, texture);
+ context.texImage2D(
+ context.TEXTURE_2D,
+ 0,
+ context.RGBA,
+ width,
+ height,
+ 0,
+ context.RGBA,
+ context.UNSIGNED_BYTE,
+ null,
+ );
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_WRAP_S,
+ context.CLAMP_TO_EDGE,
+ );
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_WRAP_T,
+ context.CLAMP_TO_EDGE,
+ );
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_MIN_FILTER,
+ context.LINEAR,
+ );
+ context.texParameteri(
+ context.TEXTURE_2D,
+ context.TEXTURE_MAG_FILTER,
+ context.LINEAR,
+ );
+ context.bindTexture(context.TEXTURE_2D, null);
+
+ const framebuffer = context.createFramebuffer();
+ if (!framebuffer) throw new Error("Failed to create framebuffer");
+ context.bindFramebuffer(context.FRAMEBUFFER, framebuffer);
+ context.framebufferTexture2D(
+ context.FRAMEBUFFER,
+ context.COLOR_ATTACHMENT0,
+ context.TEXTURE_2D,
+ texture,
+ 0,
+ );
+ context.bindFramebuffer(context.FRAMEBUFFER, null);
+
+ return { texture, framebuffer };
+}
+
+export function applyMultiPassEffect({
+ context,
+ source,
+ width,
+ height,
+ passes,
+ programCache,
+}: {
+ context: WebGLRenderingContext;
+ source: CanvasImageSource;
+ width: number;
+ height: number;
+ passes: EffectPassData[];
+ programCache: Map<string, WebGLProgram>;
+}): void {
+ const sourceTexture = createTexture({ context, source });
+ let currentTexture: WebGLTexture = sourceTexture;
+
+ const intermediates: Array<{
+ texture: WebGLTexture;
+ framebuffer: WebGLFramebuffer;
+ }> = [];
+ for (let i = 0; i < passes.length - 1; i++) {
+ intermediates.push(createFramebufferTexture({ context, width, height }));
+ }
+
+ for (let i = 0; i < passes.length; i++) {
+ const pass = passes[i];
+ const program = compileProgram({
+ context,
+ fragmentShaderSource: pass.fragmentShader,
+ programCache,
+ });
+ const isLastPass = i === passes.length - 1;
+ const targetFramebuffer = isLastPass ? null : intermediates[i].framebuffer;
+
+ context.bindFramebuffer(context.FRAMEBUFFER, targetFramebuffer);
+ // biome-ignore lint/correctness/useHookAtTopLevel: WebGL API method, not a React hook
+ context.useProgram(program);
+ context.activeTexture(context.TEXTURE0);
+ context.bindTexture(context.TEXTURE_2D, currentTexture);
+
+ const uTextureLocation = context.getUniformLocation(program, "u_texture");
+ if (uTextureLocation) {
+ context.uniform1i(uTextureLocation, 0);
+ }
+
+ setUniforms({
+ context,
+ program,
+ uniforms: { ...pass.uniforms, u_resolution: [width, height] },
+ });
+ drawFullscreenQuad({ context, program, width, height });
+
+ if (!isLastPass) {
+ currentTexture = intermediates[i].texture;
+ }
+ }
+
+ context.deleteTexture(sourceTexture);
+ for (const intermediate of intermediates) {
+ context.deleteTexture(intermediate.texture);
+ context.deleteFramebuffer(intermediate.framebuffer);
+ }
+ context.bindTexture(context.TEXTURE_2D, null);
+ context.bindFramebuffer(context.FRAMEBUFFER, null);
+}