@figliolia/ripples
Version:
WebGL ripples based on the clever work of Pim Schreurs
110 lines (109 loc) • 4.17 kB
JavaScript
import { ImageLoader } from "./ImageLoader.js";
import { Options } from "./Options.js";
import { Shaders } from "./Shaders.js";
import { StyleCache } from "./StyleCache.js";
import { Textures } from "./Textures.js";
export class WebGL extends Options {
Shaders;
Textures;
quad;
target;
canvas;
GL;
StyleCache = new StyleCache();
imageSource = null;
constructor(target, ...rest) {
super(...rest);
this.target = target;
this.canvas = document.createElement("canvas");
this.positionCanvas();
this.GL = this.createGL(this.canvas);
this.Shaders = new Shaders(this.GL, this.resolution);
this.Textures = new Textures(this.GL);
}
initializeWebGL() {
this.Textures.initialize(this.resolution);
this.GL.bufferData(this.GL.ARRAY_BUFFER, new Float32Array([-1, -1, +1, -1, +1, +1, -1, +1]), this.GL.STATIC_DRAW);
this.Textures.setTransparent();
void this.loadImage().then(() => {
this.onInitialized?.();
});
this.GL.clearColor(0, 0, 0, 0);
this.GL.blendFunc(this.GL.SRC_ALPHA, this.GL.ONE_MINUS_SRC_ALPHA);
}
hideCSSBackground() {
const inlineCSS = this.target.style.backgroundImage;
if (inlineCSS === "none") {
return;
}
this.StyleCache.set("originalInlineCSS", inlineCSS);
this.StyleCache.set("originalCSSBackgroundImage", window.getComputedStyle(this.target).backgroundImage);
this.target.style.backgroundImage = "none";
}
render() {
this.GL.bindFramebuffer(this.GL.FRAMEBUFFER, null);
this.GL.viewport(0, 0, this.canvas.width, this.canvas.height);
this.GL.enable(this.GL.BLEND);
this.GL.clear(this.GL.COLOR_BUFFER_BIT | this.GL.DEPTH_BUFFER_BIT);
this.GL.useProgram(this.Shaders.renderProgram.id);
this.bindTexture(this.Textures.backgroundTexture, 0);
this.bindTexture(this.Textures.firstTexture, 1);
this.Shaders.render(this.perturbance);
this.Textures.drawQuad();
this.GL.disable(this.GL.BLEND);
}
update() {
this.GL.viewport(0, 0, this.resolution, this.resolution);
this.GL.bindFramebuffer(this.GL.FRAMEBUFFER, this.Textures.writeFrame);
this.bindTexture(this.Textures.readTexture);
this.GL.useProgram(this.Shaders.updateProgram.id);
this.Textures.drawQuad();
this.Textures.swapBufferIndices();
}
isPercentage(str) {
return str[str.length - 1] == "%";
}
bindTexture(texture, unit = 0) {
this.GL.activeTexture(this.GL.TEXTURE0 + (unit || 0));
this.GL.bindTexture(this.GL.TEXTURE_2D, texture);
}
positionCanvas() {
this.canvas.width = this.target.offsetWidth;
this.canvas.height = this.target.offsetHeight;
this.canvas.style.position = "absolute";
this.canvas.style.top = "0";
this.canvas.style.right = "0";
this.canvas.style.bottom = "0";
this.canvas.style.left = "0";
this.canvas.style.zIndex = "-1";
this.target.appendChild(this.canvas);
}
createGL(canvas) {
return (canvas.getContext("webgl") ||
canvas.getContext("experimental-webgl"));
}
async loadImage() {
const { backgroundImage } = window.getComputedStyle(this.target);
const newImageSource = this.imageUrl ||
this.extractUrl(this.StyleCache.get("originalCSSBackgroundImage")) ||
this.extractUrl(backgroundImage);
if (newImageSource == this.imageSource) {
return;
}
this.imageSource = newImageSource;
if (!this.imageSource) {
this.Textures.setTransparent();
return;
}
try {
const loader = new ImageLoader(this.Textures);
const image = await loader.load(this.imageSource, this.crossOrigin);
this.StyleCache.set("backgroundWidth", image.width);
this.StyleCache.set("backgroundHeight", image.height);
this.hideCSSBackground();
}
catch (error) {
// silence
}
}
}