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authorMarvin Borner2024-04-07 14:40:15 +0200
committerMarvin Borner2024-04-07 14:40:15 +0200
commit4fa7012e03e09fa62bd0080f2c7bfbf02b00a6ca (patch)
tree6d4b1b58b9d94fceb75205799a3e0a8b38e4c615 /worker.js
parenta1f6a09fa186de278ef947977c546c5c7870b8da (diff)
Experiments with parallel reduction workers
Diffstat (limited to 'worker.js')
-rw-r--r--worker.js90
1 files changed, 0 insertions, 90 deletions
diff --git a/worker.js b/worker.js
deleted file mode 100644
index 3b35129..0000000
--- a/worker.js
+++ /dev/null
@@ -1,90 +0,0 @@
-let canvas, gl;
-
-const createShader = (gl, type, source) => {
- const shader = gl.createShader(type);
- gl.shaderSource(shader, source);
- gl.compileShader(shader);
- const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
- if (success) return shader;
-
- console.error(gl.getShaderInfoLog(shader));
- gl.deleteShader(shader);
-};
-
-const createProgram = (gl, vertexShader, fragmentShader) => {
- const program = gl.createProgram();
- gl.attachShader(program, vertexShader);
- gl.attachShader(program, fragmentShader);
- gl.linkProgram(program);
- const success = gl.getProgramParameter(program, gl.LINK_STATUS);
- if (success) return program;
-
- console.error(gl.getProgramInfoLog(program));
- gl.deleteProgram(program);
-};
-
-const initGL = () => {
- const vertexShaderSource = `
- attribute vec2 a_position;
- uniform vec2 u_resolution;
- void main() {
- vec2 inverted = vec2(a_position.x, u_resolution.y - a_position.y - 1.0); // !! :)
- vec2 zeroToOne = inverted / u_resolution;
- vec2 zeroToTwo = zeroToOne * 2.0;
- vec2 clipSpace = zeroToTwo - 1.0;
- gl_Position = vec4(clipSpace, 0, 1);
- }`;
- const fragmentShaderSource = `
- precision mediump float;
- uniform vec4 u_color;
- void main() {
- gl_FragColor = u_color;
- }`;
-
- const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
- const fragmentShader = createShader(
- gl,
- gl.FRAGMENT_SHADER,
- fragmentShaderSource,
- );
-
- const program = createProgram(gl, vertexShader, fragmentShader);
- const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
- const colorUniformLocation = gl.getUniformLocation(program, "u_color");
- const resolutionUniformLocation = gl.getUniformLocation(
- program,
- "u_resolution",
- );
-
- const positionBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
- gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
- gl.useProgram(program);
- gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height);
- gl.enableVertexAttribArray(positionAttributeLocation);
- gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
-
- return (positions, color) => {
- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
- gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
- gl.uniform4f(colorUniformLocation, ...color);
- gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
- };
-};
-
-let draw;
-self.onmessage = (msg) => {
- if (msg.data == "clear") {
- gl.clearColor(0, 0, 0, 0);
- gl.clear(gl.COLOR_BUFFER_BIT);
- } else if ("canvas" in msg.data) {
- canvas = msg.data.canvas;
- gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
- if (!gl) alert("no webgl");
- gl.viewport(0, 0, canvas.width, canvas.height);
- draw = initGL();
- } else {
- [color, x, y, width, height] = msg.data;
- draw([x, y + height, x + width, y + height, x + width, y, x, y], color);
- }
-};