kv-music/js/visualizers/unknown_pleasures_webgl.js
2026-02-21 00:07:00 +01:00

734 lines
30 KiB
JavaScript

/**
* Unknown Pleasures WebGL Visualizer
*
* Uses GPU-accelerated rendering with:
* - Geometry-based thick lines (quads instead of LINE_STRIP)
* - Shader-based glow effect (post-processing blur)
* - Prepared for future ambient haze effects
*/
export class UnknownPleasuresWebGL {
// Propagation speed: controls how fast waves propagate between lines
// Higher = faster propagation (1.0 = default, 0.5 = slower, 2.0 = faster)
static PROPAGATION_SPEED = 0.7;
// Glow intensity: controls how strong the glow effect is
static GLOW_INTENSITY = 5.0;
static NOISE_STRENGTH = 0.04;
constructor() {
this.name = 'Unknown Pleasures';
this.contextType = 'webgl';
this.historySize = 25;
this.dataPoints = 96;
this.history = [];
this.writeIndex = 0;
this.pLookup = new Float32Array(this.dataPoints);
this.xLookup = new Float32Array(this.dataPoints);
// WebGL state
this.gl = null;
this.lineProgram = null;
this.glowProgram = null;
this.quadBuffer = null;
this.framebuffer = null;
this.sceneTexture = null;
// Cached values
this._paletteColor = '';
this._paletteRGB = null;
this.rotationAngle = Math.PI / 6;
this._cos = Math.cos(this.rotationAngle);
this._sin = Math.sin(this.rotationAngle);
// Propagation timing
this._propagationAccum = 0;
this.reset();
this._precompute();
}
reset() {
this.history.length = 0;
for (let i = 0; i < this.historySize; i++) {
this.history.push(new Float32Array(this.dataPoints));
}
this.writeIndex = 0;
}
resize(width, height) {
if (this.gl && this.sceneTexture) {
this._resizeFramebuffer(this.gl, width, height);
}
}
destroy() {
this.history.length = 0;
if (this.gl) {
if (this.lineProgram) this.gl.deleteProgram(this.lineProgram);
if (this.glowProgram) this.gl.deleteProgram(this.glowProgram);
if (this.quadBuffer) this.gl.deleteBuffer(this.quadBuffer);
if (this.framebuffer) this.gl.deleteFramebuffer(this.framebuffer);
if (this.sceneTexture) this.gl.deleteTexture(this.sceneTexture);
}
this.gl = null;
this.lineProgram = null;
this.glowProgram = null;
}
_precompute() {
const pts = this.dataPoints;
const inv = 1 / (pts - 1);
for (let i = 0; i < pts; i++) {
const p = Math.abs(i * inv - 0.5) * 2;
this.pLookup[i] = 1 - p * p * p;
this.xLookup[i] = i * inv;
}
}
_initGL(gl, width, height) {
if (this.lineProgram) return;
this.gl = gl;
// === LINE SHADER (draws thick colored lines as quads with AA edges) ===
const lineVS = `
attribute vec3 a_posEdge; // xy = position, z = edge distance (-1 to +1)
varying float v_edge;
void main() {
gl_Position = vec4(a_posEdge.xy, 0.0, 1.0);
v_edge = a_posEdge.z;
}
`;
const lineFS = `
precision mediump float;
uniform vec3 u_color;
varying float v_edge;
void main() {
// Smooth antialiasing at edges
float edge = abs(v_edge);
float aa = 1.0 - smoothstep(0.6, 1.0, edge);
gl_FragColor = vec4(u_color * aa, aa);
}
`;
this.lineProgram = this._createProgram(gl, lineVS, lineFS);
if (!this.lineProgram) return;
this.line_a_posEdge = gl.getAttribLocation(this.lineProgram, 'a_posEdge');
this.line_u_color = gl.getUniformLocation(this.lineProgram, 'u_color');
// === BRIGHTNESS EXTRACTION SHADER ===
// This is KEY for bloom - extract bright pixels, blur them, add back
const brightnessVS = `
attribute vec2 a_position;
varying vec2 v_uv;
void main() {
v_uv = a_position * 0.5 + 0.5;
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
const brightnessFS = `
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_texture;
uniform float u_threshold;
uniform float u_isDarkTheme;
void main() {
// Since Pass 1 now clears to transparent, the scene texture only contains the isolated lines.
// We don't need to extract brightness by darkening the background anymore.
// Just pass the lines through so they can be blurred.
gl_FragColor = texture2D(u_texture, v_uv);
}
`;
this.brightnessProgram = this._createProgram(gl, brightnessVS, brightnessFS);
if (!this.brightnessProgram) return;
this.brightness_a_position = gl.getAttribLocation(this.brightnessProgram, 'a_position');
this.brightness_u_texture = gl.getUniformLocation(this.brightnessProgram, 'u_texture');
this.brightness_u_threshold = gl.getUniformLocation(this.brightnessProgram, 'u_threshold');
this.brightness_u_isDarkTheme = gl.getUniformLocation(this.brightnessProgram, 'u_isDarkTheme');
// === BLUR SHADER (two-pass separable Gaussian) ===
const blurVS = `
attribute vec2 a_position;
varying vec2 v_uv;
void main() {
v_uv = a_position * 0.5 + 0.5;
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
// 9-tap Gaussian blur with small fixed steps for smooth gradients
// Use multiple passes to extend blur radius
const blurFS = `
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform vec2 u_direction;
uniform float u_spread; // Used instead of u_radius
// 9-tap Gaussian with expanding offsets
void main() {
// Expanding offsets for stronger glow (Thread Ripper Style)
vec2 off1 = vec2(1.3846153846) * u_direction * u_spread;
vec2 off2 = vec2(3.2307692308) * u_direction * u_spread;
vec4 color = texture2D(u_texture, v_uv) * 0.2270270270;
color += texture2D(u_texture, v_uv + (off1 / u_resolution)) * 0.3162162162;
color += texture2D(u_texture, v_uv - (off1 / u_resolution)) * 0.3162162162;
color += texture2D(u_texture, v_uv + (off2 / u_resolution)) * 0.0702702703;
color += texture2D(u_texture, v_uv - (off2 / u_resolution)) * 0.0702702703;
gl_FragColor = color;
}
`;
this.blurProgram = this._createProgram(gl, blurVS, blurFS);
if (!this.blurProgram) return;
this.blur_a_position = gl.getAttribLocation(this.blurProgram, 'a_position');
this.blur_u_texture = gl.getUniformLocation(this.blurProgram, 'u_texture');
this.blur_u_resolution = gl.getUniformLocation(this.blurProgram, 'u_resolution');
this.blur_u_direction = gl.getUniformLocation(this.blurProgram, 'u_direction');
this.blur_u_spread = gl.getUniformLocation(this.blurProgram, 'u_spread');
// === COMPOSITE SHADER (combines original + blurred glow) ===
// === COMPOSITE SHADER (exact copy from Thread Ripper) ===
const compositeFS = `
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_scene;
uniform sampler2D u_blur;
uniform float u_glowStrength;
uniform float u_noiseStrength;
uniform float u_isDarkTheme; // Kept for compatibility but unused in logic below
uniform float u_time;
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec4 original = texture2D(u_scene, v_uv);
vec4 blur = texture2D(u_blur, v_uv);
// Additive glow on top of original lines
vec3 rgb = original.rgb + blur.rgb * u_glowStrength;
// Vignette: blur edges for depth
float dist = distance(v_uv, vec2(0.5));
float vignette = smoothstep(0.4, 0.8, dist);
// We handle scaling in the final mix later to avoid breaking the HDR mapping above.
// The rgb here is the base scene before the final exponential glow math.
float noise = rand(v_uv * 10.0);
float noiseStrength = 0.06;
rgb += (noise - 0.5) * noiseStrength;
// In light mode (u_isDarkTheme == 0.0), the additive glow effect naturally appears weaker
// against the bright background. We apply a 1.5x perceptual boost to match dark mode intensity.
float themeBoost = mix(1.5, 1.0, u_isDarkTheme);
// Using 1.0 - exp(-x) gives butter-smooth HDR-like falloff, eliminating harsh banding.
// We square the intensity (gamma 2.0) to dramatically increase the "core" opacity of the glow
// making it much more visible while preserving the smooth edges.
vec3 rawGlow = blur.rgb * (u_glowStrength * themeBoost);
float glowIntensity = max(rawGlow.r, max(rawGlow.g, rawGlow.b));
// Boost density significantly before applying HDR curve
float density = glowIntensity * glowIntensity * 1.5;
float smoothGlowAlpha = 1.0 - exp(-density);
// Keep the color strictly within valid premultiplied alpha bounds (rgb <= alpha)
vec3 safeGlowRgb = glowIntensity > 0.0 ? (rawGlow / glowIntensity) * smoothGlowAlpha : vec3(0.0);
// Additive over the core lines
rgb = original.rgb + safeGlowRgb;
// Final alpha is the line's alpha plus the glow's alpha
float finalAlpha = clamp(original.a + smoothGlowAlpha, 0.0, 1.0);
// Output RGB and Alpha for PREMULTIPLIED alpha blending
gl_FragColor = vec4(rgb, finalAlpha);
}
`;
this.compositeProgram = this._createProgram(gl, blurVS, compositeFS);
if (!this.compositeProgram) return;
this.composite_a_position = gl.getAttribLocation(this.compositeProgram, 'a_position');
this.composite_u_scene = gl.getUniformLocation(this.compositeProgram, 'u_scene');
this.composite_u_blur = gl.getUniformLocation(this.compositeProgram, 'u_blur');
this.composite_u_glowStrength = gl.getUniformLocation(this.compositeProgram, 'u_glowStrength');
this.composite_u_noiseStrength = gl.getUniformLocation(this.compositeProgram, 'u_noiseStrength');
this.composite_u_isDarkTheme = gl.getUniformLocation(this.compositeProgram, 'u_isDarkTheme');
this.composite_u_time = gl.getUniformLocation(this.compositeProgram, 'u_time');
// === FULLSCREEN QUAD BUFFER ===
this.quadBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), gl.STATIC_DRAW);
// === LINE GEOMETRY BUFFER (dynamic) ===
this.lineBuffer = gl.createBuffer();
// === FRAMEBUFFER FOR POST-PROCESSING ===
this._createFramebuffer(gl, width, height);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
}
_createProgram(gl, vsSource, fsSource) {
const vs = this._compileShader(gl, gl.VERTEX_SHADER, vsSource);
const fs = this._compileShader(gl, gl.FRAGMENT_SHADER, fsSource);
if (!vs || !fs) return null;
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('WebGL program link failed:', gl.getProgramInfoLog(program));
return null;
}
return program;
}
_compileShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader compile error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
_createFramebuffer(gl, width, height) {
// Framebuffer 1: Scene (lines)
this.framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
this.sceneTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.sceneTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.sceneTexture, 0);
// Framebuffer 2: Blur intermediate (for horizontal pass)
this.blurFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blurFramebuffer);
this.blurTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.blurTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); // LINEAR!
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.blurTexture, 0);
// Framebuffer 3: Blur final (for vertical pass result)
this.blurFinalFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blurFinalFramebuffer);
this.blurFinalTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.blurFinalTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.blurFinalTexture, 0);
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.error('Framebuffer incomplete:', status);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
_resizeFramebuffer(gl, width, height) {
gl.bindTexture(gl.TEXTURE_2D, this.sceneTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, this.blurTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, this.blurFinalTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
_buildPalette(color) {
// Parse color exactly like Canvas2D version
const r = parseInt(color.slice(1, 3), 16);
const g = parseInt(color.slice(3, 5), 16);
const b = parseInt(color.slice(5, 7), 16);
// perceptual grayscale (same weights browsers use)
const gray = 0.299 * r + 0.587 * g + 0.114 * b;
this._paletteRGB = [];
for (let i = 0; i < this.historySize; i++) {
const p = i / (this.historySize - 1);
// === Saturation gradient (HSL-like) - match Canvas2D exactly ===
const sat = 3.0 - 2 * p;
// Clamp to 0-255 like Canvas2D does with | 0
const rr = Math.max(0, Math.min(255, (gray + (r - gray) * sat) | 0)) / 255;
const gg = Math.max(0, Math.min(255, (gray + (g - gray) * sat) | 0)) / 255;
const bb = Math.max(0, Math.min(255, (gray + (b - gray) * sat) | 0)) / 255;
this._paletteRGB.push([rr, gg, bb]);
}
this._paletteColor = color;
}
/**
* Generate quad vertices for a thick line with proper miter joints.
* Precomputes averaged normals at shared vertices so segments connect seamlessly.
*/
_generateLineQuads(points, thickness, width, height) {
if (points.length < 2) return new Float32Array(0);
const vertices = [];
const toClip = (x, y) => [(x / width) * 2 - 1, 1 - (y / height) * 2];
const n = points.length;
// Precompute per-segment normals
const segNx = new Float32Array(n - 1);
const segNy = new Float32Array(n - 1);
for (let i = 0; i < n - 1; i++) {
const dx = points[i + 1].x - points[i].x;
const dy = points[i + 1].y - points[i].y;
const len = Math.sqrt(dx * dx + dy * dy);
if (len < 0.001) {
segNx[i] = 0;
segNy[i] = -1;
} else {
segNx[i] = -dy / len;
segNy[i] = dx / len;
}
}
// Compute miter normals at each point (average of adjacent segment normals)
const miterNx = new Float32Array(n);
const miterNy = new Float32Array(n);
// First point: use first segment normal
miterNx[0] = segNx[0];
miterNy[0] = segNy[0];
// Last point: use last segment normal
miterNx[n - 1] = segNx[n - 2];
miterNy[n - 1] = segNy[n - 2];
// Interior points: average
for (let i = 1; i < n - 1; i++) {
let mx = segNx[i - 1] + segNx[i];
let my = segNy[i - 1] + segNy[i];
const ml = Math.sqrt(mx * mx + my * my);
if (ml < 0.001) {
mx = segNx[i];
my = segNy[i];
} else {
mx /= ml;
my /= ml;
}
miterNx[i] = mx;
miterNy[i] = my;
}
// Build quads using miter normals
for (let i = 0; i < n - 1; i++) {
const p1 = points[i];
const p2 = points[i + 1];
const [x1a, y1a] = toClip(p1.x - miterNx[i] * thickness, p1.y - miterNy[i] * thickness);
const [x1b, y1b] = toClip(p1.x + miterNx[i] * thickness, p1.y + miterNy[i] * thickness);
const [x2a, y2a] = toClip(p2.x - miterNx[i + 1] * thickness, p2.y - miterNy[i + 1] * thickness);
const [x2b, y2b] = toClip(p2.x + miterNx[i + 1] * thickness, p2.y + miterNy[i + 1] * thickness);
// Each vertex: [x, y, edge] where edge = -1 (bottom) or +1 (top)
vertices.push(x1a, y1a, -1.0, x1b, y1b, 1.0, x2a, y2a, -1.0);
vertices.push(x1b, y1b, 1.0, x2b, y2b, 1.0, x2a, y2a, -1.0);
}
return new Float32Array(vertices);
}
draw(ctx, canvas, analyser, dataArray, params) {
const gl = ctx;
const { width, height } = canvas;
const isDark = document.documentElement.getAttribute('data-theme') !== 'white';
// FORCE Normal blending as requested - no more screen blend tricks
canvas.style.mixBlendMode = 'normal';
// Initialize WebGL on first draw
if (!this.lineProgram) {
this._initGL(gl, width, height);
if (!this.lineProgram) {
console.error('WebGL init failed');
return;
}
}
// Reset if needed
if (this.history.length === 0) {
this.reset();
}
// Update history with propagation speed control
// Higher PROPAGATION_SPEED = faster wave propagation
this._propagationAccum += UnknownPleasuresWebGL.PROPAGATION_SPEED;
const pts = this.dataPoints;
if (this._propagationAccum >= 1.0) {
this._propagationAccum -= 1.0;
const sampleRate = analyser.context.sampleRate;
const nyquist = sampleRate / 2;
const targetFreq = 22000; // Visualizing up to 22kHz
const scale = Math.min(1.0, targetFreq / nyquist);
const len = Math.floor(dataArray.length * scale);
const line = this.history[this.writeIndex];
if (line) {
for (let i = 0; i < pts; i++) {
line[i] = (dataArray[(this.xLookup[i] * len) | 0] / 255) * this.pLookup[i];
}
}
this.writeIndex = (this.writeIndex + 1) % this.historySize;
}
// Update palette if color changed
if (this._paletteColor !== params.primaryColor) {
this._buildPalette(params.primaryColor);
}
// Compute size for rotated bounding box
const rotatedW = Math.abs(width * this._cos) + Math.abs(height * this._sin);
const rotatedH = Math.abs(width * this._sin) + Math.abs(height * this._cos);
const size = Math.max(rotatedW, rotatedH) * 1.15;
// === PASS 1: Scene ===
// We render lines to a transparent texture so we can composite them properly later
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.viewport(0, 0, width, height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Perspective constants - extended for better corner coverage
const horizonY = size * 0.05; // Further back (was 0.1)
const frontY = size * 0.9; // Closer to edge (was 0.8)
const depth = 2.0;
const totalH = frontY - horizonY;
const B = totalH / (1 - 1 / (1 + depth));
const A = frontY - B;
// Lines output premultiplied alpha (color * aa, aa).
gl.enable(gl.BLEND);
if (isDark) {
// Additive premultiplied
gl.blendFunc(gl.ONE, gl.ONE);
} else {
// Standard premultiplied
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
gl.useProgram(this.lineProgram);
// Draw each line (back to front)
for (let i = this.historySize - 1; i >= 0; i--) {
const idx = (this.writeIndex + i) % this.historySize;
const historyLine = this.history[idx];
const p = 1 - i / (this.historySize - 1);
const z = 1 + p * depth;
const scale = 1 / z;
const y = A + B / z;
const lw = size * scale * 1.5;
const margin = (size - lw) * 0.5;
const amp = 200 * scale;
const lineWidth = Math.max(1, 8 * scale + params.kick * 3);
// Generate line points (in rotated space, then transform to screen)
const points = [];
const cx = width / 2;
const cy = height / 2;
const cosR = this._cos;
const sinR = this._sin;
const offsetX = -size / 2;
const offsetY = -size / 2;
for (let j = 0; j < pts; j++) {
// Position in rotated coordinate system
const rx = margin + this.xLookup[j] * lw;
const ry = y - historyLine[j] * amp;
// Apply rotation and translate to screen
const dx = rx + offsetX;
const dy = ry + offsetY;
const screenX = dx * cosR - dy * sinR + cx;
const screenY = dx * sinR + dy * cosR + cy;
points.push({ x: screenX, y: screenY });
}
// Generate quad geometry for thick line
const vertices = this._generateLineQuads(points, lineWidth / 2, width, height);
if (vertices.length === 0) continue;
// Upload vertices
gl.bindBuffer(gl.ARRAY_BUFFER, this.lineBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(this.line_a_posEdge);
gl.vertexAttribPointer(this.line_a_posEdge, 3, gl.FLOAT, false, 0, 0);
// Set raw palette color
const color = this._paletteRGB[i] || [1, 1, 1];
gl.uniform3f(this.line_u_color, color[0], color[1], color[2]);
// Draw (vertices.length / 3 because each vertex is [x, y, edge])
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 3);
}
// MUST DISABLE BLEND for post-processing passes so we strictly overwrite FBO contents!
gl.disable(gl.BLEND);
// === PASS 2: Bloom ===
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blurFramebuffer);
gl.viewport(0, 0, width, height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(this.brightnessProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.sceneTexture);
gl.uniform1i(this.brightness_u_texture, 0);
// NO THRESHOLD - EVERYTHING GLOWS (Thread Ripper Style)
gl.uniform1f(this.brightness_u_threshold, 0.0);
gl.uniform1f(this.brightness_u_isDarkTheme, isDark ? 1.0 : 0.0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
gl.enableVertexAttribArray(this.brightness_a_position);
gl.vertexAttribPointer(this.brightness_a_position, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// === PASS 3: Gaussian Blur (Ping Pong) ===
gl.useProgram(this.blurProgram);
// More iterations for wider, smoother glow (Thread Ripper uses 8 * 2 passes)
// We have 2 framebuffers: blurFramebuffer (holds brightness extract), blurFinalFramebuffer (temp)
// thread_ripper uses ping-pong. Let's adapt.
// We start with 'blurFramebuffer' having the bright pixels.
// We want to ping-pong between blurFramebuffer and blurFinalFramebuffer.
const iterations = 8;
let horizontal = true;
for (let i = 0; i < iterations * 2; i++) {
// Thread Ripper ping-pong: horizontal toggles each iteration
const destFBO = horizontal ? this.blurFinalFramebuffer : this.blurFramebuffer;
const srcTex = horizontal ? this.blurTexture : this.blurFinalTexture;
// Thread Ripper spread: grows linearly with i (not i/2)
// Increased by 50% from 0.375 to 0.5625 for wider glow
const spread = 1.0 + i * 0.5625;
gl.bindFramebuffer(gl.FRAMEBUFFER, destFBO);
gl.viewport(0, 0, width, height);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, srcTex);
gl.uniform1i(this.blur_u_texture, 0);
gl.uniform2f(this.blur_u_resolution, width, height);
gl.uniform2f(this.blur_u_direction, horizontal ? 1.0 : 0.0, horizontal ? 0.0 : 1.0);
gl.uniform1f(this.blur_u_spread, spread);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
gl.enableVertexAttribArray(this.blur_a_position);
gl.vertexAttribPointer(this.blur_a_position, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
horizontal = !horizontal;
}
// Final result is in the LAST written framebuffer.
// iter 0 -> writes Final
// iter 1 -> writes Blur
// ...
// iter 15 -> writes Blur
// So 'blurTexture' holds the final blurred result.
// === PASS 4: Composite ===
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, width, height);
// Clear color for MAIN canvas
if (params.mode !== 'blended') {
const bg = isDark ? [0.02, 0.02, 0.02, 1] : [0.9, 0.9, 0.9, 1];
gl.clearColor(bg[0], bg[1], bg[2], bg[3]);
} else if (isDark) {
gl.clearColor(0, 0, 0, 0.4); // Dark blended
} else {
gl.clearColor(0.95, 0.95, 0.95, 0.4); // Light frosted
}
gl.clear(gl.COLOR_BUFFER_BIT);
// Classic normal blending for the final composite quad over the canvas background!
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(this.compositeProgram);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.sceneTexture);
gl.uniform1i(this.composite_u_scene, 0);
gl.activeTexture(gl.TEXTURE1);
// Use last output: horizontal toggles, so pick the right texture (Thread Ripper pattern)
gl.bindTexture(gl.TEXTURE_2D, horizontal ? this.blurTexture : this.blurFinalTexture);
gl.uniform1i(this.composite_u_blur, 1);
// Glow strength - EXACT Thread Ripper formula
const glowBoost = 1.0 + params.kick; // Pulse with kick
const glowStrength = UnknownPleasuresWebGL.GLOW_INTENSITY * glowBoost;
gl.uniform1f(this.composite_u_glowStrength, glowStrength);
gl.uniform1f(this.composite_u_noiseStrength, UnknownPleasuresWebGL.NOISE_STRENGTH);
gl.uniform1f(this.composite_u_isDarkTheme, isDark ? 1.0 : 0.0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quadBuffer);
gl.enableVertexAttribArray(this.composite_a_position);
gl.vertexAttribPointer(this.composite_a_position, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
}