kv-music/js/visualizers/unknown_pleasures_webgl.js
2026-02-21 11:33:08 +01:00

728 lines
29 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;
}
}
_createBuffers() {
this.quadBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.quadBuffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), this.gl.STATIC_DRAW);
this.lineBuffer = this.gl.createBuffer();
// Pre-allocate vertex buffer (max possible size: historySize * dataPoints * 6 vertices * 3 floats)
const maxVertices = this.historySize * this.dataPoints * 6; // 6 vertices per segment
this.vertexBuffer = new Float32Array(maxVertices * 3); // 3 floats per vertex (x,y,edge)
}
_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');
this._createBuffers(); // Use helper
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) - FULL RESOLUTION
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);
// Blur Resolution (Half size for performance)
const blurW = Math.max(1, width >> 1);
const blurH = Math.max(1, height >> 1);
// Framebuffer 2: Blur intermediate
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, blurW, blurH, 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.blurTexture, 0);
// Framebuffer 3: Blur final
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, blurW, blurH, 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);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
_resizeFramebuffer(gl, width, height) {
const blurW = Math.max(1, width >> 1);
const blurH = Math.max(1, height >> 1);
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, blurW, blurH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, this.blurFinalTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, blurW, blurH, 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;
}
_generateLineQuads(points, thickness, width, height, outBuffer, offset) {
if (points.length < 2) return 0;
const n = points.length;
let ptr = offset;
// Precompute normals (reuse internal arrays if possible, but for now stack var is fine)
// Optimization: Single pass miter calculation
// Helper to clip X,Y
const wInv = 2 / width;
const hInv = 2 / height;
for (let i = 0; i < n - 1; i++) {
const p1 = points[i];
const p2 = points[i + 1];
// Calculate segment normal
let dx = p2.x - p1.x;
let dy = p2.y - p1.y;
let len = Math.sqrt(dx * dx + dy * dy);
let nx, ny;
if (len < 0.001) { nx = 0; ny = -1; }
else { nx = -dy / len; ny = dx / len; }
// Previous normal (for miter)
let prevNx = nx, prevNy = ny;
if (i > 0) {
const p0 = points[i - 1];
const dx0 = p1.x - p0.x;
const dy0 = p1.y - p0.y;
const len0 = Math.sqrt(dx0 * dx0 + dy0 * dy0);
if (len0 >= 0.001) {
prevNx = -dy0 / len0;
prevNy = dx0 / len0;
}
}
// Miter at P1
let m1x = nx + prevNx;
let m1y = ny + prevNy;
let m1l = Math.sqrt(m1x * m1x + m1y * m1y);
if (m1l > 0.001) { m1x /= m1l; m1y /= m1l; }
// Next normal (for P2 miter)
let nextNx = nx, nextNy = ny;
if (i < n - 2) {
const p3 = points[i + 2];
const dx2 = p3.x - p2.x;
const dy2 = p3.y - p2.y;
const len2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
if (len2 >= 0.001) {
nextNx = -dy2 / len2;
nextNy = dx2 / len2;
}
}
// Miter at P2
let m2x = nx + nextNx;
let m2y = ny + nextNy;
let m2l = Math.sqrt(m2x * m2x + m2y * m2y);
if (m2l > 0.001) { m2x /= m2l; m2y /= m2l; }
// Generate vertices
// P1 Top
const x1a = (p1.x - m1x * thickness) * wInv - 1;
const y1a = 1 - (p1.y - m1y * thickness) * hInv;
// P1 Bottom
const x1b = (p1.x + m1x * thickness) * wInv - 1;
const y1b = 1 - (p1.y + m1y * thickness) * hInv;
// P2 Top
const x2a = (p2.x - m2x * thickness) * wInv - 1;
const y2a = 1 - (p2.y - m2y * thickness) * hInv;
// P2 Bottom
const x2b = (p2.x + m2x * thickness) * wInv - 1;
const y2b = 1 - (p2.y + m2y * thickness) * hInv;
// Triangle 1
outBuffer[ptr++] = x1a; outBuffer[ptr++] = y1a; outBuffer[ptr++] = -1.0;
outBuffer[ptr++] = x1b; outBuffer[ptr++] = y1b; outBuffer[ptr++] = 1.0;
outBuffer[ptr++] = x2a; outBuffer[ptr++] = y2a; outBuffer[ptr++] = -1.0;
// Triangle 2
outBuffer[ptr++] = x1b; outBuffer[ptr++] = y1b; outBuffer[ptr++] = 1.0;
outBuffer[ptr++] = x2b; outBuffer[ptr++] = y2b; outBuffer[ptr++] = 1.0;
outBuffer[ptr++] = x2a; outBuffer[ptr++] = y2a; outBuffer[ptr++] = -1.0;
}
return ptr - offset;
}
draw(ctx, canvas, analyser, dataArray, params) {
const gl = ctx;
const { width, height } = canvas;
const isDark = document.documentElement.getAttribute('data-theme') !== 'white';
canvas.style.mixBlendMode = 'normal';
if (!this.lineProgram) {
this._initGL(gl, width, height);
}
if (this.history.length === 0) {
this.reset();
}
if (!params.paused) {
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;
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;
}
}
if (this._paletteColor !== params.primaryColor) {
this._buildPalette(params.primaryColor);
}
// === PASS 1: Scene ===
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.viewport(0, 0, width, height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Constants
const size = Math.max(Math.abs(width * this._cos) + Math.abs(height * this._sin), Math.abs(width * this._sin) + Math.abs(height * this._cos)) * 1.15;
const horizonY = size * 0.05;
const frontY = size * 0.9;
const depth = 2.0;
const totalH = frontY - horizonY;
const B = totalH / (1 - 1 / (1 + depth));
const A = frontY - B;
// --- BATCH GEOMETRY GENERATION ---
// Fill the vertex buffer with ALL lines for this frame
let bufferOffset = 0;
// Store draw commands to execute later: { start, count, colorIndex }
const drawCommands = [];
// Reuse temporary points array
if (!this._tempPoints) this._tempPoints = [];
const points = this._tempPoints;
const pts = this.dataPoints;
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 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 points
points.length = 0;
for (let j = 0; j < pts; j++) {
const rx = margin + this.xLookup[j] * lw;
const ry = y - historyLine[j] * amp;
const dx = rx + offsetX;
const dy = ry + offsetY;
points.push({ x: dx * cosR - dy * sinR + cx, y: dx * sinR + dy * cosR + cy });
}
// Write to buffer
const vertexCount = this._generateLineQuads(points, lineWidth / 2, width, height, this.vertexBuffer, bufferOffset);
if (vertexCount > 0) {
drawCommands.push({
start: bufferOffset / 3, // Start vertex index
count: vertexCount / 3, // Number of vertices
colorIndex: i
});
bufferOffset += vertexCount; // Advance by number of floats
}
}
// --- UPLOAD ONCE ---
gl.bindBuffer(gl.ARRAY_BUFFER, this.lineBuffer);
// Upload only the used portion of the pre-allocated buffer
gl.bufferData(gl.ARRAY_BUFFER, this.vertexBuffer.subarray(0, bufferOffset), gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(this.line_a_posEdge);
gl.vertexAttribPointer(this.line_a_posEdge, 3, gl.FLOAT, false, 0, 0);
// --- DRAW BATCH ---
gl.useProgram(this.lineProgram);
gl.enable(gl.BLEND);
if (isDark) {
gl.blendFunc(gl.ONE, gl.ONE);
} else {
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
for (const cmd of drawCommands) {
const color = this._paletteRGB[cmd.colorIndex] || [1, 1, 1];
gl.uniform3f(this.line_u_color, color[0], color[1], color[2]);
gl.drawArrays(gl.TRIANGLES, cmd.start, cmd.count);
}
gl.disable(gl.BLEND);
// === PASS 2: Bloom (Half Res) ===
const blurW = Math.max(1, width >> 1);
const blurH = Math.max(1, height >> 1);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.blurFramebuffer);
gl.viewport(0, 0, blurW, blurH);
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);
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);
const iterations = 4;
let horizontal = true;
for (let i = 0; i < iterations * 2; i++) {
const destFBO = horizontal ? this.blurFinalFramebuffer : this.blurFramebuffer;
const srcTex = horizontal ? this.blurTexture : this.blurFinalTexture;
const spread = 1.0 + i * 0.75;
gl.bindFramebuffer(gl.FRAMEBUFFER, destFBO);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, srcTex);
gl.uniform1i(this.blur_u_texture, 0);
gl.uniform2f(this.blur_u_resolution, blurW, blurH);
gl.uniform2f(this.blur_u_direction, horizontal ? 1.0 : 0.0, horizontal ? 0.0 : 1.0);
gl.uniform1f(this.blur_u_spread, spread);
gl.drawArrays(gl.TRIANGLES, 0, 6);
horizontal = !horizontal;
}
// === PASS 4: Composite ===
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, width, height);
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);
} else {
gl.clearColor(0.95, 0.95, 0.95, 0.4);
}
gl.clear(gl.COLOR_BUFFER_BIT);
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);
gl.bindTexture(gl.TEXTURE_2D, horizontal ? this.blurTexture : this.blurFinalTexture);
gl.uniform1i(this.composite_u_blur, 1);
const glowBoost = 1.0 + params.kick;
gl.uniform1f(this.composite_u_glowStrength, UnknownPleasuresWebGL.GLOW_INTENSITY * glowBoost);
gl.uniform1f(this.composite_u_noiseStrength, UnknownPleasuresWebGL.NOISE_STRENGTH);
gl.uniform1f(this.composite_u_isDarkTheme, isDark ? 1.0 : 0.0);
gl.uniform1f(this.composite_u_time, performance.now() / 1000.0);
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);
}
}