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drags-and-nerds/v1-com-officielle/glitcher/lib/glitcher.js
T

416 lines
14 KiB
JavaScript

import resizeToFit from 'intrinsic-scale'
import noiseUrl from "../noise-power.png"
import baseVertSource from "./base.vert?raw"
import baseFragSource from "./base.frag?raw"
import glitchVertSource from "./glitch.vert?raw"
import glitchFragSource from "./glitch.frag?raw"
export class Glitcher {
/** @type {HTMLCanvasElement} */
canvas
glitches = []
/**
* @param {HTMLCanvasElement} canvas
*/
constructor(canvas) {
this.canvas = canvas
this.videoCanvas = new OffscreenCanvas(10, 10);
this.video = document.createElement("video")
this.init()
}
init(){
this.video.muted = true
this.video.loop = true
this.video.autoplay = true
this.video.src = "/background.webm"
this.video.addEventListener("canplay", e => this.video.play())
this.ctx = this.canvas.getContext("webgl")
if(!this.ctx){
throw new Error("WebGL isn't supported")
}
let baseProgram = createProgram(this.ctx, baseVertSource, baseFragSource);
let panelPositionBuffer = this.ctx.createBuffer()
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, panelPositionBuffer)
const positions = [
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
]
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(positions), this.ctx.STATIC_DRAW)
let panelUVBuffer = this.ctx.createBuffer()
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, panelUVBuffer)
const uv = [
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
]
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(uv), this.ctx.STATIC_DRAW)
let imageTexture = this.ctx.createTexture()
this.base = {
program: baseProgram,
aVertexPosition: this.ctx.getAttribLocation(baseProgram, "aVertexPosition"),
aTextureCoord: this.ctx.getAttribLocation(baseProgram, "aTextureCoord"),
uImageSampler: this.ctx.getUniformLocation(baseProgram, "uImageSampler"),
uWindowSize: this.ctx.getUniformLocation(baseProgram, "uWindowSize"),
imageTexture: imageTexture,
panelUVBuffer: panelUVBuffer,
panelPositionsBuffer: panelPositionBuffer,
}
this.clearImage();
let glitchPositionBuffer = this.ctx.createBuffer()
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, glitchPositionBuffer)
const glitchPosition = [
-1.0, 1.0,
1.0, 1.0,
-1.0, -1.0,
1.0, -1.0,
]
this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(glitchPosition), this.ctx.STATIC_DRAW)
let glitchProgram = createProgram(this.ctx, glitchVertSource, glitchFragSource)
let videoFrameTexture = this.ctx.createTexture()
let noiseTexture = this.ctx.createTexture()
this.ctx.bindTexture(this.ctx.TEXTURE_2D, noiseTexture)
this.ctx.texImage2D(
this.ctx.TEXTURE_2D,
0,
this.ctx.RGBA,
1, 1,
0,
this.ctx.RGBA,
this.ctx.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0])
)
let noiseImage = new Image()
noiseImage.addEventListener("load", () => {
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.noiseTexture)
this.ctx.texImage2D(
this.ctx.TEXTURE_2D,
0,
this.ctx.RGBA,
this.ctx.RGBA,
this.ctx.UNSIGNED_BYTE,
noiseImage
)
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_S, this.ctx.REPEAT);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_T, this.ctx.REPEAT);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MIN_FILTER, this.ctx.NEAREST);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MAG_FILTER, this.ctx.NEAREST);
})
noiseImage.src = noiseUrl
this.glitch = {
program: glitchProgram,
aVertexPosition: this.ctx.getAttribLocation(glitchProgram, "aVertexPosition"),
uGlitchPosition: this.ctx.getUniformLocation(glitchProgram, "uGlitchPosition"),
uGlitchWidth: this.ctx.getUniformLocation(glitchProgram, "uGlitchWidth"),
uImageRatio: this.ctx.getUniformLocation(glitchProgram, "uImageRatio"),
uWindowSize: this.ctx.getUniformLocation(glitchProgram, "uWindowSize"),
uVideoSampler: this.ctx.getUniformLocation(glitchProgram, "uVideoSampler"),
uNoiseSampler: this.ctx.getUniformLocation(glitchProgram, "uNoiseSampler"),
uRandom: this.ctx.getUniformLocation(glitchProgram, "uRandom"),
glitchPositionBuffer: glitchPositionBuffer,
videoFrameTexture: videoFrameTexture,
noiseTexture: noiseTexture
}
console.log(this.glitch)
}
clearImage(){
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.base.imageTexture)
this.ctx.texImage2D(
this.ctx.TEXTURE_2D,
0,
this.ctx.RGBA,
1, 1,
0,
this.ctx.RGBA,
this.ctx.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0])
)
}
clearGlitch(){
this.glitches = []
}
addGlitch(x, y, width=1){
let computedStyle = window.getComputedStyle(this.canvas)
let clientWidth = parseFloat(computedStyle.width)
let clientHeight = parseFloat(computedStyle.height)
this.glitches.push({
x: ((x*2)/clientWidth)-1,
y: (((y*2)/clientHeight)-1)*-1,
width
})
}
/**
* @param {File} imageFile
*/
async setImage(imageFile){
if(imageFile == this.currentImageFile){
return
}
if(this.currentImage){
URL.revokeObjectURL(this.currentImage.src)
}
let image = new Image()
const loadProm = new Promise((res, rej) => {
function ok(){
image.removeEventListener("error", nok)
res()
}
function nok(){
image.removeEventListener("load", ok)
rej()
}
image.addEventListener("load", ok)
image.addEventListener("error", nok)
})
image.src = URL.createObjectURL(imageFile)
try {
await loadProm
} catch(e) {
URL.revokeObjectURL(image.src)
throw e
}
this.resize(image.width, image.height)
this.currentImageFile = imageFile
this.currentImage = image
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.base.imageTexture)
this.ctx.texImage2D(
this.ctx.TEXTURE_2D,
0,
this.ctx.RGBA,
this.ctx.RGBA,
this.ctx.UNSIGNED_BYTE,
this.currentImage
)
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_S, this.ctx.CLAMP_TO_EDGE);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_T, this.ctx.CLAMP_TO_EDGE);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MIN_FILTER, this.ctx.LINEAR);
}
async toBlob(type, quality) {
this.resize(this.currentImage.width, this.currentImage.height, true)
this.render()
let blob = await new Promise((res, rej) => this.canvas.toBlob((imageBlob) => {
if(imageBlob){
res(imageBlob)
} else {
rej()
}
}, type, quality))
this.resize(this.currentImage.width, this.currentImage.height, false)
return blob
}
resize(width, height, force=false){
if(!force){
let computedStyle = window.getComputedStyle(this.canvas)
let maxWidth = parseFloat(computedStyle["max-width"])
let maxHeight = parseFloat(computedStyle["max-height"])
if(window.devicePixelRatio){
maxWidth *= window.devicePixelRatio
maxHeight *= window.devicePixelRatio
}
if(Number.isNaN(maxWidth)){
maxWidth = width
}
if(Number.isNaN(maxHeight)){
maxHeight = height
}
let resize = resizeToFit("contain", {width, height}, {width: maxWidth, height: maxHeight})
this.canvas.width = resize.width
this.canvas.height = resize.height
} else {
this.canvas.width = width
this.canvas.height = height
}
this.videoCanvas.width = this.canvas.width
this.videoCanvas.height = this.canvas.height
this.ctx.viewport(0, 0, this.canvas.width, this.canvas.height);
}
updateVideoTexture(){
let vctx = this.videoCanvas.getContext("2d")
vctx.clearRect(0, 0, this.videoCanvas.width, this.videoCanvas.height)
vctx.drawImage(this.video, 0, 0, this.videoCanvas.width, this.videoCanvas.height);
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.videoFrameTexture)
this.ctx.texImage2D(
this.ctx.TEXTURE_2D,
0,
this.ctx.RGBA,
this.ctx.RGBA,
this.ctx.UNSIGNED_BYTE,
this.videoCanvas
)
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_S, this.ctx.CLAMP_TO_EDGE);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_T, this.ctx.CLAMP_TO_EDGE);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MIN_FILTER, this.ctx.LINEAR);
this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MAG_FILTER, this.ctx.LINEAR);
}
render(){
if(!this.ctx){
throw new Error("Glitcher not initialized, please run init()")
}
this.updateVideoTexture()
this.ctx.clearColor(0.0, 0.0, 0.0, 0.0)
this.ctx.clearDepth(1.0)
this.ctx.enable(this.ctx.DEPTH_TEST)
this.ctx.enable(this.ctx.LEQUAL)
this.ctx.clear(this.ctx.COLOR_BUFFER_BIT | this.ctx.DEPTH_BUFFER_BIT)
{ // Base rendering
this.ctx.useProgram(this.base.program)
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.base.panelPositionsBuffer)
this.ctx.vertexAttribPointer(
this.base.aVertexPosition,
2, // N components per iteration
this.ctx.FLOAT,
false, //Normalize,
0, // (stride) how many bytes to get from one set of values to the next
0, // Start offset
)
this.ctx.enableVertexAttribArray(this.base.aVertexPosition)
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.base.panelUVBuffer)
this.ctx.vertexAttribPointer(
this.base.aTextureCoord,
2,
this.ctx.FLOAT,
false,
0,
0,
)
this.ctx.enableVertexAttribArray(this.base.aTextureCoord)
this.ctx.activeTexture(this.ctx.TEXTURE0)
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.base.imageTexture)
this.ctx.uniform2f(this.base.uWindowSize, this.canvas.width, this.canvas.height)
this.ctx.uniform1i(this.base.uImageSampler, 0)
this.ctx.drawArrays(
this.ctx.TRIANGLE_STRIP,
0, // Vertex offset
4, // Total vertex
);
}
{ // Glitch rendering
this.ctx.useProgram(this.glitch.program)
this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, this.glitch.glitchPositionBuffer)
this.ctx.vertexAttribPointer(
this.glitch.glitchPositionBuffer,
2, // N components per iteration
this.ctx.FLOAT,
false, //Normalize,
0, // (stride) how many bytes to get from one set of values to the next
0, // Start offset
)
this.ctx.enableVertexAttribArray(this.glitch.aVertexPosition)
this.ctx.activeTexture(this.ctx.TEXTURE0)
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.videoFrameTexture)
this.ctx.uniform1i(this.glitch.uVideoSampler, 0)
this.ctx.activeTexture(this.ctx.TEXTURE1)
this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.noiseTexture)
this.ctx.uniform1i(this.glitch.uNoiseSampler, 1)
this.ctx.uniform2f(this.glitch.uWindowSize, this.canvas.width, this.canvas.height)
if(this.canvas.width > this.canvas.height){
this.ctx.uniform2f(this.glitch.uImageRatio, 1.0, this.canvas.width/this.canvas.height)
} else {
this.ctx.uniform2f(this.glitch.uImageRatio, this.canvas.height/this.canvas.width, 1.0)
}
for(let glitch of this.glitches) {
this.ctx.uniform4f(this.glitch.uRandom,
Math.random(), Math.random(), Math.random(), Math.random()
)
this.ctx.uniform2f(this.glitch.uGlitchPosition, glitch.x, glitch.y)
this.ctx.uniform1f(this.glitch.uGlitchWidth, glitch.width)
this.ctx.drawArrays(
this.ctx.TRIANGLE_STRIP,
0, // Vertex offset
4, // Total vertex
);
}
}
}
}
function createProgram(gl, vertSource, fragSource){
let vertShader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vertShader, vertSource)
gl.compileShader(vertShader)
if (!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {
throw new Error(`failed to compile vertex: ${gl.getShaderInfoLog(vertShader)}`)
}
let fragShader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(fragShader, fragSource)
gl.compileShader(fragShader)
if (!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {
throw new Error(`failed to compile fragment: ${gl.getShaderInfoLog(fragShader)}`)
}
let program = gl.createProgram()
gl.attachShader(program, vertShader)
gl.attachShader(program, fragShader)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error(`failed to link shader: ${gl.getProgramInfoLog(program)}`)
}
return program
}