Première version GPU des effets de fond

This commit is contained in:
2026-08-02 15:31:55 +02:00
parent 9f67c28bc0
commit 3e7c9475e5
7 changed files with 363 additions and 104 deletions
+1 -4
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@@ -160,10 +160,7 @@
</article>
</section>
</section>
<video id="texture" autoplay muted loop src="./assets/video/close.webm" class="closedBackground"></video>
<video id="texture" autoplay muted loop src="./assets/video/open.webm" class="openBackground"></video>
<video id="background" autoplay muted loop src="./assets/video/background.webm" class="openBackground"></video>
<canvas></canvas>
<canvas class="cute-texture"></canvas>
</main>
<section class="floatingWindow" id="posterWindow">
+256 -69
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@@ -1,87 +1,274 @@
const target = document.querySelector('canvas');
const DEFAULT_VERTEX_SHADER = `
attribute float aVertexIndex;
varying highp vec2 vTextureCoord;
const ctx = target.getContext('2d');
// This vertex shader produces the following, when drawn using indices 0..3:
//
// 1 | 0-----x.....2
// 0 | | s | . ´
// -1 | x_____x´
// -2 | : .´
// -3 | 1´
// +---------------
// -1 0 1 2 3
//
// The axes are clip-space x and y. The region marked s is the visible region.
// The digits in the corners of the right-angled triangle are the vertex
// indices.
//
// The top-left has UV 0,0, the bottom-left has 0,2, and the top-right has 2,0.
// This means that the UV gets interpolated to 1,1 at the bottom-right corner
// of the clip-space rectangle that is at 1,-1 in clip space.
export let lolState = false;
void main() {
vec2 uv = vec2(floor(aVertexIndex / 2.0), floor(mod(aVertexIndex, 2.0))) * 2.0;
gl_Position = vec4(uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0);
vTextureCoord = uv;
}
`
let scale = 0.7;
const FRAGMENT_SHADER_UTILITIES = `
highp float noise1(highp vec2 co){
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
function analogLikeNoise(){
let tH = target.height;
let tW = target.width;
//console.log('window dimensions :', tH, tW)
const img = ctx.createImageData(tW, tH);
let offset = 0;
let index = 0;
let brightness = 0;
// Color spaces from https://github.com/tobspr/GLSL-Color-Spaces/blob/master/ColorSpaces.inc.glsl
for(let x = 0; x<tW; x++){
const sx = x * scale + offset
for(let y = 0; y<tH; y++){
let lum = Math.random()*161
const highp float HCV_EPSILON = 1e-10;
const highp float HSL_EPSILON = 1e-10;
//img.data[index++] = lum*150/255;
index++
img.data[index++] = lum;
img.data[index++] = lum;
img.data[index++] = 255;
}
highp vec3 hue_to_rgb(highp float hue)
{
highp float R = abs(hue * 6.0 - 3.0) - 1.0;
highp float G = 2.0 - abs(hue * 6.0 - 2.0);
highp float B = 2.0 - abs(hue * 6.0 - 4.0);
return clamp(vec3(R,G,B), vec3(0), vec3(1));
}
// Converts from HSL to linear RGB
highp vec3 hsl_to_rgb(highp vec3 hsl)
{
highp vec3 rgb = hue_to_rgb(hsl.x);
highp float C = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
return (rgb - 0.5) * C + hsl.z;
}
// Converts a value from linear RGB to HCV (Hue, Chroma, Value)
highp vec3 rgb_to_hcv(highp vec3 rgb)
{
// Based on work by Sam Hocevar and Emil Persson
highp vec4 P = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0/3.0) : vec4(rgb.gb, 0.0, -1.0/3.0);
highp vec4 Q = (rgb.r < P.x) ? vec4(P.xyw, rgb.r) : vec4(rgb.r, P.yzx);
highp float C = Q.x - min(Q.w, Q.y);
highp float H = abs((Q.w - Q.y) / (6.0 * C + HCV_EPSILON) + Q.z);
return vec3(H, C, Q.x);
}
// Converts from linear rgb to HSL
highp vec3 rgb_to_hsl(highp vec3 rgb)
{
highp vec3 HCV = rgb_to_hcv(rgb);
highp float L = HCV.z - HCV.y * 0.5;
highp float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + HSL_EPSILON);
return vec3(HCV.x, S, L);
}
highp vec3 hue_rotate(highp vec3 rgb_input, highp float amount) {
highp vec3 hsl = rgb_to_hsl(rgb_input);
hsl.x = mod(hsl.x+amount,1.0);
return hsl_to_rgb(hsl);
}
`
const FRAGMENT_SHADER_UTILITIES_N_LINES = FRAGMENT_SHADER_UTILITIES.split(/\n/g).length
const DEFAULT_FRAGMENT_SHADER = `
// Some random values computed for each frame
uniform highp vec4 uRandom;
// Size (in logical pixel) of current CuteTexture canvas
uniform lowp vec2 uCanvasSize;
// Number of seconds since canvas was initialized
uniform lowp float uTime;
// Coordinates of current pixel being computed from [0,0] (top left) to [1,1] (bottom right)
varying highp vec2 vTextureCoord;
void main() {
gl_FragColor = vec4(vTextureCoord.x, vTextureCoord.y, 0.0, 1.0);
}
`
/**
* Initialise un canvas d'arrière plan "CuteTexture" avec les options données
*/
export function initCuteTexture(){
/** @type {HTMLCanvasElement} */
const targetCanvas = document.querySelector("canvas[data-cute-texture]") || document.querySelector("canvas.cute-texture") || document.querySelector("canvas");
if(!targetCanvas)
throw new Error(`Aucun élément <canvas> trouvé sur la page`)
{
let computedStyle = getComputedStyle(targetCanvas)
let elementWidth = parseFloat(computedStyle.width)
let elementHeight = parseFloat(computedStyle.height)
targetCanvas.width = elementWidth
targetCanvas.height = elementHeight
}
const ctx = targetCanvas.getContext("webgl");
if(ctx == null)
throw new Error("WebGL n'ext pas supporté sur votre machine")
let mainShader = initMainShader(ctx)
console.log("Shader CuteTexture initialisé", mainShader)
const initTime = Date.now()
function startRender(){
renderCuteTexture(targetCanvas, mainShader, initTime)
requestAnimationFrame(startRender)
}
startRender()
return {
target: targetCanvas,
initTime,
resize: function(width, height) {
targetCanvas.width = width
targetCanvas.height = height
}
ctx.putImageData(img, 0, 0);
offset ++;
if(offset>1024){
offset = 0;
}
}
let time = 0
/**
* @param {WebGLRenderingContext} ctx
*/
function initMainShader(ctx, oldShader=null){
const vertexShader = ctx.createShader(ctx.VERTEX_SHADER)
ctx.shaderSource(vertexShader, DEFAULT_VERTEX_SHADER)
ctx.compileShader(vertexShader)
function scanlines(){
time += 0.05;
let tH = target.height;
let tW = target.width;
//console.log('window dimensions :', tH, tW)
const img = ctx.createImageData(tW, tH);
let index = 0;
if (!ctx.getShaderParameter(vertexShader, ctx.COMPILE_STATUS)) {
throw new Error(`Le vertex shader n'a pas pu être compilé: ${ctx.getShaderInfoLog(vertexShader)}`)
ctx.deleteShader(vertexShader)
return null
}
for(let y = 0; y<tH; y++){
for(let x = 0; x<tW; x++){
let lum = (Math.sin(y*2 - time*3.1415) * 44) + 161;
let fragmentShaderCode;
let fragmentShaderCodeElement = document.querySelector(`script[type="x-shader/glsl+fragment"]`);
if(fragmentShaderCodeElement){
fragmentShaderCode = fragmentShaderCodeElement.innerHTML
} else {
fragmentShaderCode = DEFAULT_FRAGMENT_SHADER
}
//img.data[index++] = lum;
index++;
img.data[index++] = lum;
//img.data[index++] = lum + Math.random()*32;
index++
img.data[index++] = 255;
const fragmentShader = ctx.createShader(ctx.FRAGMENT_SHADER)
ctx.shaderSource(fragmentShader, FRAGMENT_SHADER_UTILITIES+fragmentShaderCode)
ctx.compileShader(fragmentShader)
if (!ctx.getShaderParameter(fragmentShader, ctx.COMPILE_STATUS)) {
let error = ctx.getShaderInfoLog(fragmentShader)
let errorLine = error.match(/\d+:(\d+):/)
if(errorLine) {
let lineNum = parseInt(errorLine[1])
let lineNumeWithoutUtils = lineNum-FRAGMENT_SHADER_UTILITIES_N_LINES;
if(lineNumeWithoutUtils >= 0){
error = `Ligne ${lineNumeWithoutUtils}: ${error}`
}
}
ctx.putImageData(img, 0, 0);
ctx.deleteShader(fragmentShader)
throw new Error(`Le fragment shader n'a pas pu être compilé: ${error}`)
}
const shaderProgram = ctx.createProgram()
ctx.attachShader(shaderProgram, vertexShader)
ctx.attachShader(shaderProgram, fragmentShader)
ctx.linkProgram(shaderProgram)
if (!ctx.getProgramParameter(shaderProgram, ctx.LINK_STATUS)) {
throw new Error(`Le shader n'a pas pu être linké: ${ctx.getProgramInfoLog(shaderProgram)}`)
ctx.deleteShader(vertexShader)
ctx.deleteShader(fragmentShader)
ctx.deleteProgram(shaderProgram)
return null
}
if(oldShader){
ctx.deleteProgram(oldShader.program)
ctx.deleteShader(oldShader.vertexShader)
ctx.deleteShader(oldShader.fragmentShader)
ctx.deleteBuffer(oldShader.vertexIndexBuffer)
}
const vertexIndexBuffer = ctx.createBuffer()
ctx.bindBuffer(ctx.ARRAY_BUFFER, vertexIndexBuffer)
ctx.bufferData(ctx.ARRAY_BUFFER, new Float32Array([0, 1, 2]), ctx.STATIC_DRAW)
return {
program: shaderProgram,
vertexShader,
fragmentShader,
fragmentShaderElement: fragmentShaderCodeElement,
aVertexIndex: ctx.getAttribLocation(shaderProgram, "aVertexIndex"),
uRandom: ctx.getUniformLocation(shaderProgram, "uRandom"),
uCanvasSize: ctx.getUniformLocation(shaderProgram, "uCanvasSize"),
uTime: ctx.getUniformLocation(shaderProgram, "uTime"),
vertexIndexBuffer,
}
}
export function scanlinesAnimation(){
scanlines();
requestAnimationFrame(scanlinesAnimation);
}
export function noiseAnimation(){
analogLikeNoise();
requestAnimationFrame(noiseAnimation);
}
export function loadCanvas(){
let textureVideo = document.querySelectorAll('main > #texture');
for (let video of textureVideo){
video.style.visibility = 'collapse';
}
let textureCanvas = document.querySelector('main > canvas');
textureCanvas.style.visibility = 'visible';
//console.log(textureCanvas);
//console.log(textureVideo)
/**
* @param {HTMLCanvasElement} target
* @param {*} mainShader
*/
function renderCuteTexture(target, mainShader, initTime){
let ctx = target.getContext("webgl")
ctx.clearColor(0, 0, 0, 0)
ctx.clearDepth(1.0)
ctx.enable(ctx.DEPTH_TEST)
ctx.depthFunc(ctx.LEQUAL)
ctx.clear(ctx.COLOR_BUFFER_BIT)
ctx.bindBuffer(ctx.ARRAY_BUFFER, mainShader.vertexIndexBuffer)
ctx.vertexAttribPointer(
mainShader.aVertexIndex, // location
1, // pull out 1 value per iteration
ctx.FLOAT, // the data in the buffer is 32bit floats
false, // don't normalize
0, // how many bytes to get from one set of values to the next
0 // how many bytes inside the buffer to start from
)
ctx.enableVertexAttribArray(mainShader.aVertexIndex)
ctx.useProgram(mainShader.program)
if(mainShader.uRandom){
ctx.uniform4f(
mainShader.uRandom,
Math.random(),
Math.random(),
Math.random(),
Math.random()
)
}
if(mainShader.uCanvasSize){
ctx.uniform2f(
mainShader.uCanvasSize,
target.width,
target.height
)
}
if(mainShader.uTime){
ctx.uniform1f(
mainShader.uTime,
(Date.now() - initTime)/1000
)
}
ctx.drawArrays(ctx.TRIANGLE_STRIP, 0, 3);
}
+2 -34
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@@ -1,41 +1,9 @@
import { loadEvents } from './events.js'
import { loadStatus } from './status.js'
import { scanlinesAnimation } from './cuteTexture.js'
import { noiseAnimation } from './cuteTexture.js'
import { loadCanvas } from './cuteTexture.js'
import { initCuteTexture } from './cuteTexture.js'
// =================================== background texture
loadCanvas();
let backgroundVideo = document.querySelector('main > #background');
let proxyTarget = {};
let proxyHandler = {
};
export let statusProxy = new Proxy(proxyTarget, {
set(obj, prop, value){
if(prop === 'lolStatus'){
if (value){
backgroundVideo.style.visibility = 'visible';
scanlinesAnimation();
return true
} else {
backgroundVideo.style.visibility = 'collapse';
noiseAnimation();
return true
}
}
}
})
statusProxy.lolStatus = false;
//console.log(proxyTarget.lolStatus);
initCuteTexture()
// ======================================== events & statut d'ouverture
loadEvents();
+16 -1
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@@ -4,13 +4,28 @@
}
/*======================= Page Statut LOL fermé ===*/
#lolIsClosed{
#lolIsClosed {
position: relative;
top: 0;
left: 0;
margin: 0;
width: 100vw;
height: 100vh;
background-color: var(--main-color);
#closedContainer {
padding: 15px;
box-sizing: border-box;
}
.cute-texture {
position: fixed;
left: 0;
top: 0;
width: 100%;
height: 100%;
z-index: -1;
}
}
#closedContainer{
+37
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@@ -10,11 +10,48 @@
<title>Le LOL est Fermé ...</title>
</head>
<body id="lolIsClosed">
<canvas data-cute-texture class="cute-texture"></canvas>
<main id="closedContainer">
<section>
<p>Le LOL est actuellement</p>
<h3 id="lolStatus">fermé ...</h3>
</section>
</main>
<script type="x-shader/glsl+fragment">
// Some random values computed for each frame
uniform highp vec4 uRandom;
// Size (in logical pixel) of current CuteTexture canvas
uniform highp vec2 uCanvasSize;
// Coordinates of current pixel being computed from [0,0] (top left) to [1,1] (bottom right)
varying highp vec2 vTextureCoord;
void main() {
highp float pixelSize = 50.0;
highp vec2 coords = floor((uCanvasSize.xy * vTextureCoord.xy) / pixelSize);
highp float lum = (noise1(uRandom.yz+coords) * 0.631372549);
lowp float opacity = 0.5;
highp vec3 baseColor = vec3(
0.0,
lum,
lum
);
highp vec3 rotatedColor = hue_rotate(baseColor, 13.12);
gl_FragColor = vec4(
rotatedColor.x*opacity,
rotatedColor.y*opacity,
rotatedColor.z*opacity,
opacity
);
}
</script>
<script type="module">
import {initCuteTexture} from "../js/cuteTexture.js"
initCuteTexture()
</script>
</body>
</html>
+39
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@@ -11,11 +11,50 @@
<title>Le LOL est Ouvert</title>
</head>
<body id="lolIsOpen">
<canvas data-cute-texture class="cute-texture"></canvas>
<main id="openContainer">
<section>
<p>Le LOL est actuellement</p>
<h3 id="lolStatus">ouvert !</h3>
</section>
</main>
<script type="x-shader/glsl+fragment">
// Some random values computed for each frame
uniform highp vec4 uRandom;
// Size (in logical pixel) of current CuteTexture canvas
uniform highp vec2 uCanvasSize;
// Number of seconds since canvas was initialized
uniform lowp float uTime;
// Coordinates of current pixel being computed from [0,0] (top left) to [1,1] (bottom right)
varying highp vec2 vTextureCoord;
void main() {
highp float waveSize = 10.0;
highp vec2 coords = (uCanvasSize.xy * vTextureCoord.xy) / waveSize;
highp float lum = abs(sin(coords.y-uTime)) + 0.631372549;
lowp float opacity = 0.5;
highp vec3 baseColor = vec3(
0.0,
lum,
0.0
);
highp vec3 rotatedColor = hue_rotate(baseColor, 13.12);
gl_FragColor = vec4(
rotatedColor.x*opacity,
rotatedColor.y*opacity,
rotatedColor.z*opacity,
opacity
);
}
</script>
<script type="module">
import {initCuteTexture} from "../js/cuteTexture.js"
initCuteTexture()
</script>
</body>
</html>
+17 -1
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@@ -29,13 +29,29 @@
}
/*======================= Page Statut LOL ouvert ===*/
#lolIsOpen{
#lolIsOpen {
position: relative;
top: 0;
left: 0;
margin: 0;
width: 100vw;
height: 100vh;
background-color: var(--main-color);
#openContainer {
padding: 15px;
box-sizing: border-box;
}
.cute-texture, .cute-texture-video {
position: fixed;
left: 0;
top: 0;
width: 100%;
height: 100%;
z-index: -1;
}
}
#openContainer{