From 4d127a038bf768eded68aae3cfa5c1b12241bdac Mon Sep 17 00:00:00 2001 From: Maze Winther Date: Fri, 27 Mar 2026 00:55:15 +0100 Subject: chore: normalize line endings --- .../web/src/services/renderer/webgl/webgl-utils.ts | 596 ++++++++++----------- 1 file changed, 298 insertions(+), 298 deletions(-) (limited to 'apps/web/src/services/renderer/webgl/webgl-utils.ts') 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; -} - -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; -}): 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; -}): 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; -}): 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; +} + +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; +}): 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; +}): 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; +}): 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); +} -- cgit v1.3.1