misskey/packages/frontend/src/components/MkAnimBg.vue

116 lines
3.4 KiB
Vue

<!--
SPDX-FileCopyrightText: syuilo and misskey-project
SPDX-License-Identifier: AGPL-3.0-only
-->
<template>
<canvas ref="canvasEl" style="display: block; width: 100%; height: 100%; pointer-events: none;"></canvas>
</template>
<script lang="ts" setup>
import { onMounted, onUnmounted, useTemplateRef } from 'vue';
import isChromatic from 'chromatic/isChromatic';
import vertexShaderSource from './MkAnimBg.vertex.glsl';
import fragmentShaderSource from './MkAnimBg.fragment.glsl';
import { initShaderProgram } from '@/utility/webgl.js';
const canvasEl = useTemplateRef('canvasEl');
const props = withDefaults(defineProps<{
scale?: number;
focus?: number;
}>(), {
scale: 1.0,
focus: 1.0,
});
let handle: ReturnType<typeof window['requestAnimationFrame']> | null = null;
onMounted(() => {
const canvas = canvasEl.value!;
let width = canvas.offsetWidth;
let height = canvas.offsetHeight;
canvas.width = width;
canvas.height = height;
const maybeGl = canvas.getContext('webgl2', { premultipliedAlpha: true });
if (maybeGl == null) return;
const gl = maybeGl;
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource);
if (shaderProgram == null) return;
gl.useProgram(shaderProgram);
const u_resolution = gl.getUniformLocation(shaderProgram, 'u_resolution');
const u_time = gl.getUniformLocation(shaderProgram, 'u_time');
const u_spread = gl.getUniformLocation(shaderProgram, 'u_spread');
const u_speed = gl.getUniformLocation(shaderProgram, 'u_speed');
const u_warp = gl.getUniformLocation(shaderProgram, 'u_warp');
const u_focus = gl.getUniformLocation(shaderProgram, 'u_focus');
const u_itensity = gl.getUniformLocation(shaderProgram, 'u_itensity');
const u_scale = gl.getUniformLocation(shaderProgram, 'u_scale');
gl.uniform2fv(u_resolution, [canvas.width, canvas.height]);
gl.uniform1f(u_spread, 1.0);
gl.uniform1f(u_speed, 1.0);
gl.uniform1f(u_warp, 1.0);
gl.uniform1f(u_focus, props.focus);
gl.uniform1f(u_itensity, 0.5);
gl.uniform2fv(u_scale, [props.scale, props.scale]);
const vertex = gl.getAttribLocation(shaderProgram, 'position');
gl.enableVertexAttribArray(vertex);
gl.vertexAttribPointer(vertex, 2, gl.FLOAT, false, 0, 0);
const vertices = [1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.DYNAMIC_DRAW);
if (isChromatic()) {
gl.uniform1f(u_time, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
} else {
function render(timeStamp: number) {
let sizeChanged = false;
if (Math.abs(height - canvas.offsetHeight) > 2) {
height = canvas.offsetHeight;
canvas.height = height;
sizeChanged = true;
}
if (Math.abs(width - canvas.offsetWidth) > 2) {
width = canvas.offsetWidth;
canvas.width = width;
sizeChanged = true;
}
if (sizeChanged && gl) {
gl.uniform2fv(u_resolution, [width, height]);
gl.viewport(0, 0, width, height);
}
gl.uniform1f(u_time, timeStamp);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
handle = window.requestAnimationFrame(render);
}
handle = window.requestAnimationFrame(render);
}
});
onUnmounted(() => {
if (handle) {
window.cancelAnimationFrame(handle);
}
// TODO: WebGLリソースの解放
});
</script>
<style lang="scss" module>
</style>