roar/js/gfx.js
Lucio Andrés Illanes Albornoz (arab, vxp) 8981d25c07 js/{blit,shader}.js: merged into js/gfx.js.
index.html: updates script URIs.
2018-11-26 10:22:19 +01:00

165 lines
3.9 KiB
JavaScript

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