|
|
|
@ -56,19 +56,23 @@ module.exports = class WebGLRenderer extends EventEmitter { |
|
|
|
|
this.reverseVideo = false |
|
|
|
|
this.hasBlinkingCells = false |
|
|
|
|
this.statusScreen = null |
|
|
|
|
this.backgroundImage = null |
|
|
|
|
|
|
|
|
|
this.blinkStyleOn = false |
|
|
|
|
this.blinkInterval = null |
|
|
|
|
this.cursorBlinkOn = false |
|
|
|
|
this.cursorBlinkInterval = null |
|
|
|
|
|
|
|
|
|
this.redrawLoop = false |
|
|
|
|
this.resetDrawn(100, 100) |
|
|
|
|
this.initTime = Date.now() |
|
|
|
|
|
|
|
|
|
// start blink timers
|
|
|
|
|
this.init() |
|
|
|
|
|
|
|
|
|
// start loops and timers
|
|
|
|
|
this.resetBlink() |
|
|
|
|
this.resetCursorBlink() |
|
|
|
|
|
|
|
|
|
this.init() |
|
|
|
|
this.startDrawLoop() |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
render (reason, data) { |
|
|
|
@ -82,7 +86,13 @@ module.exports = class WebGLRenderer extends EventEmitter { |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
resetDrawn (width, height) { |
|
|
|
|
if (this.backgroundImage) { |
|
|
|
|
this.gl.clearColor(0, 0, 0, 0) |
|
|
|
|
this.canvas.style.backgroundColor = getColor(this.defaultBG, this.palette) |
|
|
|
|
} else { |
|
|
|
|
this.gl.clearColor(...this.getColor(this.defaultBG)) |
|
|
|
|
this.canvas.style.backgroundColor = null |
|
|
|
|
} |
|
|
|
|
if (width && height) { |
|
|
|
|
this.gl.viewport(0, 0, width, height) |
|
|
|
|
} |
|
|
|
@ -283,6 +293,43 @@ void main() { |
|
|
|
|
} |
|
|
|
|
`)
|
|
|
|
|
|
|
|
|
|
let fboShader = this.compileShader(` |
|
|
|
|
precision mediump float; |
|
|
|
|
attribute vec2 position; |
|
|
|
|
uniform mat4 projection; |
|
|
|
|
varying highp vec2 tex_coord; |
|
|
|
|
void main() { |
|
|
|
|
gl_Position = projection * vec4(position, 0.0, 1.0); |
|
|
|
|
tex_coord = position; |
|
|
|
|
} |
|
|
|
|
`, ` |
|
|
|
|
precision highp float; |
|
|
|
|
uniform sampler2D texture; |
|
|
|
|
uniform vec2 pixel_scale; |
|
|
|
|
uniform float time; |
|
|
|
|
varying highp vec2 tex_coord; |
|
|
|
|
void main() { |
|
|
|
|
gl_FragColor = texture2D(texture, tex_coord); |
|
|
|
|
/* uncomment for CRT-ish effect |
|
|
|
|
vec4 sum = vec4(0); |
|
|
|
|
|
|
|
|
|
for (int i = -4; i <= 4; i++) { |
|
|
|
|
for (int j = -4; j <= 4; j++) { |
|
|
|
|
sum += texture2D(texture, tex_coord + vec2(j, i) * pixel_scale) * 0.07; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
float factor = 0.05 + 0.02 * sin(time * 5.0); |
|
|
|
|
if (mod(tex_coord.y / pixel_scale.y, 10.0) < 5.0) { |
|
|
|
|
factor += 0.1; |
|
|
|
|
} |
|
|
|
|
float beam_y = (mod(-time, 9.0) - 1.5) / 6.0; |
|
|
|
|
if (abs(tex_coord.y - beam_y) < 0.05) { |
|
|
|
|
factor += 0.2 * cos((tex_coord.y - beam_y) / 0.05 * 1.57); |
|
|
|
|
} |
|
|
|
|
gl_FragColor = sum * sum * factor + texture2D(texture, tex_coord); */ |
|
|
|
|
} |
|
|
|
|
`)
|
|
|
|
|
|
|
|
|
|
this.bgShader = { |
|
|
|
|
shader: bgShader, |
|
|
|
|
attributes: { |
|
|
|
@ -314,6 +361,19 @@ void main() { |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
this.fboShader = { |
|
|
|
|
shader: fboShader, |
|
|
|
|
attributes: { |
|
|
|
|
position: gl.getAttribLocation(fboShader, 'position') |
|
|
|
|
}, |
|
|
|
|
uniforms: { |
|
|
|
|
projection: gl.getUniformLocation(fboShader, 'projection'), |
|
|
|
|
pixelScale: gl.getUniformLocation(fboShader, 'pixel_scale'), |
|
|
|
|
time: gl.getUniformLocation(fboShader, 'time'), |
|
|
|
|
texture: gl.getUniformLocation(fboShader, 'texture') |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
let buffer = gl.createBuffer() |
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer) |
|
|
|
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
|
|
|
@ -333,14 +393,50 @@ void main() { |
|
|
|
|
this.drawSquare = () => { |
|
|
|
|
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4) |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// frame buffers
|
|
|
|
|
|
|
|
|
|
let maxBuffers = gl.getParameter(gl.getExtension('WEBGL_draw_buffers').MAX_COLOR_ATTACHMENTS_WEBGL) |
|
|
|
|
let createBuffer = i => { |
|
|
|
|
let buffer = gl.createFramebuffer() |
|
|
|
|
let texture = gl.createTexture() |
|
|
|
|
|
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, buffer) |
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture) |
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) |
|
|
|
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, texture, 0) |
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) |
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) |
|
|
|
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) |
|
|
|
|
|
|
|
|
|
return { buffer, texture } |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (maxBuffers >= 2) { |
|
|
|
|
this.buffers = { |
|
|
|
|
drawing: createBuffer(0), |
|
|
|
|
display: createBuffer(1) |
|
|
|
|
} |
|
|
|
|
} else { |
|
|
|
|
let buffer = createBuffer(0) |
|
|
|
|
this.buffers = { drawing: buffer, display: buffer } |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
draw (reason) { |
|
|
|
|
const { gl, width, height, padding, devicePixelRatio, statusScreen } = this |
|
|
|
|
let { screen, screenFG, screenBG, screenAttrs } = this |
|
|
|
|
|
|
|
|
|
// ;[this.buffers.drawing, this.buffers.display] = [this.buffers.display, this.buffers.drawing]
|
|
|
|
|
|
|
|
|
|
let drawingBuffer = this.buffers.drawing |
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, drawingBuffer.buffer) |
|
|
|
|
gl.activeTexture(gl.TEXTURE0) |
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, drawingBuffer.texture) |
|
|
|
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.drawingBufferWidth, gl.drawingBufferHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) |
|
|
|
|
|
|
|
|
|
if (statusScreen) { |
|
|
|
|
this.startDrawLoop() |
|
|
|
|
this.redrawLoop = true |
|
|
|
|
|
|
|
|
|
screen = new Array(width * height).fill(' ') |
|
|
|
|
screenFG = new Array(width * height).fill(this.defaultFG) |
|
|
|
@ -361,7 +457,7 @@ void main() { |
|
|
|
|
screen[i] = '*' |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} else this.redrawLoop = false |
|
|
|
|
|
|
|
|
|
if (this.debug && this._debug) this._debug.drawStart(reason) |
|
|
|
|
|
|
|
|
@ -401,12 +497,12 @@ void main() { |
|
|
|
|
if (!(cell in screen)) continue |
|
|
|
|
if (statusScreen) isCursor = false |
|
|
|
|
|
|
|
|
|
// let isDefaultBG = false
|
|
|
|
|
let isDefaultBG = false |
|
|
|
|
|
|
|
|
|
if (!(attrs & ATTR_FG)) fg = this.defaultFG |
|
|
|
|
if (!(attrs & ATTR_BG)) { |
|
|
|
|
bg = this.defaultBG |
|
|
|
|
// isDefaultBG = true
|
|
|
|
|
isDefaultBG = true |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (attrs & ATTR_INVERSE) [fg, bg] = [bg, fg] // swap - reversed character colors
|
|
|
|
@ -423,6 +519,7 @@ void main() { |
|
|
|
|
bg = -2 |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (!this.backgroundImage || !isDefaultBG) { |
|
|
|
|
gl.uniform2f(this.bgShader.uniforms.charPos, x, y) |
|
|
|
|
gl.uniform4f(this.bgShader.uniforms.color, ...this.getColor(bg)) |
|
|
|
|
|
|
|
|
@ -437,6 +534,7 @@ void main() { |
|
|
|
|
gl.uniform2f(this.bgShader.uniforms.extend, extendX, extendY) |
|
|
|
|
|
|
|
|
|
this.drawSquare() |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (text.trim() || isCursor || attrs) { |
|
|
|
|
let fontIndex = 0 |
|
|
|
@ -452,13 +550,13 @@ void main() { |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
this.useShader(this.charShader, projection) |
|
|
|
|
gl.activeTexture(gl.TEXTURE0) |
|
|
|
|
gl.activeTexture(gl.TEXTURE1) |
|
|
|
|
|
|
|
|
|
for (let key in textCells) { |
|
|
|
|
let { font, text } = textCells[key][0] |
|
|
|
|
let texture = this.fontCache.getChar(font, text) |
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, texture) |
|
|
|
|
gl.uniform1i(this.charShader.uniforms.texture, 0) |
|
|
|
|
gl.uniform1i(this.charShader.uniforms.texture, 1) |
|
|
|
|
|
|
|
|
|
for (let cell of textCells[key]) { |
|
|
|
|
let { x, y, fg, bg, attrs, isCursor } = cell |
|
|
|
@ -494,9 +592,31 @@ void main() { |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null) |
|
|
|
|
this.drawFrame() |
|
|
|
|
|
|
|
|
|
if (this.debug && this._debug) this._debug.drawEnd() |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
drawFrame () { |
|
|
|
|
const { gl } = this |
|
|
|
|
let drawingBuffer = this.buffers.drawing |
|
|
|
|
|
|
|
|
|
gl.clear(gl.COLOR_BUFFER_BIT) |
|
|
|
|
gl.activeTexture(gl.TEXTURE0) |
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, drawingBuffer.texture) |
|
|
|
|
this.useShader(this.fboShader, [ |
|
|
|
|
2, 0, 0, 0, |
|
|
|
|
0, 2, 0, 0, |
|
|
|
|
0, 0, 1, 0, |
|
|
|
|
-1, -1, 0, 1 |
|
|
|
|
]) |
|
|
|
|
gl.uniform2f(this.fboShader.uniforms.pixelScale, 1 / gl.drawingBufferWidth, 1 / gl.drawingBufferHeight) |
|
|
|
|
gl.uniform1i(this.fboShader.uniforms.texture, 0) |
|
|
|
|
gl.uniform1f(this.fboShader.uniforms.time, ((Date.now() - this.initTime) / 1000) % 86400) |
|
|
|
|
this.drawSquare() |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
startDrawLoop () { |
|
|
|
|
if (this._drawTimerThread) return |
|
|
|
|
let threadID = Math.random().toString(36) |
|
|
|
@ -511,7 +631,10 @@ void main() { |
|
|
|
|
drawTimerLoop (threadID) { |
|
|
|
|
if (!threadID || threadID !== this._drawTimerThread) return |
|
|
|
|
window.requestAnimationFrame(() => this.drawTimerLoop(threadID)) |
|
|
|
|
this.draw('draw-loop') |
|
|
|
|
if (this.redrawLoop) this.draw('draw-loop') |
|
|
|
|
// uncomment for an update every frame (GPU-intensive)
|
|
|
|
|
// (also, lots of errors. TODO: investigate)
|
|
|
|
|
// this.drawFrame()
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/** |
|
|
|
|