2018-10-24 23:29:02 +00:00
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var shader = (function(){
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var fn_str, fn, lex
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var exports = {}
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var animating = false
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exports.init = function(){
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lex = new Lex (0, 0)
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exports.build(demo_shader.innerHTML)
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}
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exports.build = function (fn_str){
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try {
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new_fn = new Function('lex', 'x', 'y', 'w', 'h', 't', fn_str)
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new_fn(lex, 0, 0, 1, 1, 0)
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}
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catch (e) {
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throw 'Shader execution error'
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}
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exports.fn = fn = new_fn
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return fn
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}
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exports.run = function(canvas){
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var t = +new Date
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shader.canvas = shader.canvas || canvas
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var w = shader.canvas.w, h = shader.canvas.h
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shader.canvas.forEach(function(lex, x, y){
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fn(lex, x, y, w, h, t)
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lex.build()
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})
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}
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exports.toggle = function(state){
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animating = typeof state == "boolean" ? state : ! animating
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shader_fps_el.classList.toggle('hidden')
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return animating
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}
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exports.pause = function(){
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animating = false
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shader_fps_el.classList.add('hidden')
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shader.fps_time = 0
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}
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exports.play = function(){
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animating = true
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shader_fps_el.classList.remove('hidden')
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}
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exports.animate = function (t){
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requestAnimationFrame(exports.animate)
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if (! animating) { return }
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if (shader.fps_time){
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var ms = Date.now() - shader.fps_time
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fps = 1000 / ms
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shader_fps_el.innerHTML = (fps | 0) + ' fps'
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}
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shader.fps_time = Date.now()
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exports.run(canvas)
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}
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return exports
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})()
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2018-10-24 15:14:46 +00:00
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var blit = (function(){
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var blit = {}
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blit.and = blit.atop = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell && lex.opacity > 0) {
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cell.assign(lex)
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}
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})
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}
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blit.or = blit.under = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell && cell.opacity == 0) {
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cell.assign(lex)
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}
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})
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}
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// copy the region of A beginning at x,y into B
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blit.copy_from = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell) {
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lex.assign(cell)
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}
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})
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}
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blit.copy_toroidal_from = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.get(u+x, v+y)
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if (cell) {
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lex.assign(cell)
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}
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})
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}
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blit.copy_to = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell) {
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cell.assign(lex)
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}
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})
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}
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blit.invert = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell && lex.opacity > 0) {
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cell.fg = get_inverse(cell.fg)
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cell.bg = get_inverse(cell.bg)
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}
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})
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}
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var distance_rect = function(x, y, ratio){
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return Math.sqrt((Math.pow(y * ratio, 2)) + Math.pow(x, 2))
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}
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var distance_square = function(x, y, ratio){
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return Math.sqrt((Math.pow(y * ratio, 2)) + Math.pow(x * ratio, 2))
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}
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blit.circle = function(A, lex){
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var hw = brush.w/2, hh = brush.h/2
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var ratio, distance
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if (brush.w === brush.h){
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distance = distance_square
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ratio = hw / hh * (brush.w === 3 || brush.w === 5 ? 1.2 : 1.05)
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} else {
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distance = distance_rect
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ratio = hw / hh
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}
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A.forEach(function(lex,x,y) {
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if (distance(x - hw + 0.5, y - hh + 0.5, ratio) > hw){
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lex.clear()
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}
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})
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}
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blit.cross = function(A, lex){
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A.forEach(function(lex,x,y) {
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if ((x+y)%2) {
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lex.clear()
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}
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})
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}
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blit.inverted_cross = function(A, lex){
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// 1x1 brush should still draw something
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if (A.w == 1 && A.h == 1) {
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return
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}
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A.forEach(function(lex,x,y) {
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if (!((x+y)%2)) {
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lex.clear()
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}
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})
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}
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blit.square = function(A, lex){
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// i.e. no transparency
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}
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return blit
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})()
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