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-rw-r--r--script.js7
-rw-r--r--worker.js86
2 files changed, 87 insertions, 6 deletions
diff --git a/script.js b/script.js
index 36fef75..fcfd1ff 100644
--- a/script.js
+++ b/script.js
@@ -25,7 +25,11 @@ worker.postMessage({ canvas: offscreen }, [offscreen]);
const drawAt = (x, y, color) => {
worker.postMessage([
- color == WHITE ? "white" : color == BLACK ? "black" : "grey",
+ color == WHITE
+ ? [1, 1, 1, 1]
+ : color == BLACK
+ ? [0, 0, 0, 1]
+ : [0.1, 0.1, 0.1, 0.3],
x[0],
y[0],
x[1] - x[0],
@@ -525,6 +529,7 @@ window.examples.addEventListener("change", () => {
});
window.render.addEventListener("click", () => {
+ clearScreen();
clearErrors();
reduce(
app(parse(window.term.value))(parse("\\((((0 \\\\1) \\\\1) \\\\1) \\\\1)")),
diff --git a/worker.js b/worker.js
index f89a699..3b35129 100644
--- a/worker.js
+++ b/worker.js
@@ -1,14 +1,90 @@
-let canvas, screen;
+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") {
- screen.clearRect(0, 0, canvas.width, canvas.height);
+ gl.clearColor(0, 0, 0, 0);
+ gl.clear(gl.COLOR_BUFFER_BIT);
} else if ("canvas" in msg.data) {
canvas = msg.data.canvas;
- screen = canvas.getContext("2d");
+ 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;
- screen.fillStyle = color;
- screen.fillRect(x, y, width, height);
+ draw([x, y + height, x + width, y + height, x + width, y, x, y], color);
}
};