Files
lit.ruv.wtf/website/crt-canvas.js

460 lines
16 KiB
JavaScript

/**
* CRT Canvas Renderer
* Renders content to a canvas with WebGL barrel distortion shader
* Handles input coordinate transformation automatically
*/
class CRTCanvasRenderer {
/**
* @param {HTMLElement} sourceElement - Element to render (will be hidden)
* @param {Object} options - Configuration options
*/
constructor(sourceElement, options = {}) {
this.source = sourceElement;
this.options = {
bulgeStrength: options.bulgeStrength ?? 0.08,
scanlineIntensity: options.scanlineIntensity ?? 0.1,
vignetteStrength: options.vignetteStrength ?? 0.2,
fps: options.fps ?? 60,
...options
};
this.canvas = null;
this.gl = null;
this.program = null;
this.animationId = null;
this.init();
}
/**
* Initialize the canvas and WebGL context
*/
init() {
// Create canvas
this.canvas = document.createElement('canvas');
this.canvas.id = 'crt-canvas';
this.canvas.style.cssText = `
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 1;
`;
// Insert canvas before source
this.source.parentNode.insertBefore(this.canvas, this.source);
// Hide source but keep it functional
this.source.style.position = 'absolute';
this.source.style.opacity = '0';
this.source.style.pointerEvents = 'none';
// Get WebGL context
this.gl = this.canvas.getContext('webgl', {
alpha: true,
antialias: false,
preserveDrawingBuffer: true
});
if (!this.gl) {
console.error('WebGL not supported, falling back to source element');
this.source.style.opacity = '1';
this.source.style.pointerEvents = 'auto';
this.canvas.remove();
return;
}
this.setupShaders();
this.setupGeometry();
this.setupTexture();
this.setupEventListeners();
this.resize();
window.addEventListener('resize', () => this.resize());
this.startRenderLoop();
}
/**
* Create and compile WebGL shaders
*/
setupShaders() {
const gl = this.gl;
// Vertex shader
const vertexSource = `
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
}
`;
// Fragment shader with barrel distortion
const fragmentSource = `
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_bulgeStrength;
uniform float u_scanlineIntensity;
uniform float u_vignetteStrength;
uniform float u_time;
varying vec2 v_texCoord;
vec2 barrelDistort(vec2 uv) {
// Center UV around origin
vec2 centered = uv * 2.0 - 1.0;
// Calculate distance from center
float distSq = dot(centered, centered);
// Apply barrel distortion
float distortion = 1.0 + u_bulgeStrength * distSq;
centered *= distortion;
// Convert back to 0-1 range
return centered * 0.5 + 0.5;
}
void main() {
// Apply barrel distortion
vec2 distortedUV = barrelDistort(v_texCoord);
// Check if UV is out of bounds
if (distortedUV.x < 0.0 || distortedUV.x > 1.0 ||
distortedUV.y < 0.0 || distortedUV.y > 1.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
// Sample texture
vec4 color = texture2D(u_texture, distortedUV);
// Scanlines
float scanline = sin(distortedUV.y * u_resolution.y * 1.5) * 0.5 + 0.5;
color.rgb *= 1.0 - (u_scanlineIntensity * (1.0 - scanline));
// Subtle RGB shift for chromatic aberration
float shift = u_bulgeStrength * 0.002;
float r = texture2D(u_texture, distortedUV + vec2(shift, 0.0)).r;
float b = texture2D(u_texture, distortedUV - vec2(shift, 0.0)).b;
color.r = mix(color.r, r, 0.5);
color.b = mix(color.b, b, 0.5);
// Vignette
vec2 vignetteUV = v_texCoord * 2.0 - 1.0;
float vignette = 1.0 - dot(vignetteUV, vignetteUV) * u_vignetteStrength;
color.rgb *= vignette;
gl_FragColor = color;
}
`;
// Compile shaders
const vertexShader = this.compileShader(gl.VERTEX_SHADER, vertexSource);
const fragmentShader = this.compileShader(gl.FRAGMENT_SHADER, fragmentSource);
// Create program
this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
console.error('Shader program failed to link:', gl.getProgramInfoLog(this.program));
}
gl.useProgram(this.program);
// Get uniform locations
this.uniforms = {
texture: gl.getUniformLocation(this.program, 'u_texture'),
resolution: gl.getUniformLocation(this.program, 'u_resolution'),
bulgeStrength: gl.getUniformLocation(this.program, 'u_bulgeStrength'),
scanlineIntensity: gl.getUniformLocation(this.program, 'u_scanlineIntensity'),
vignetteStrength: gl.getUniformLocation(this.program, 'u_vignetteStrength'),
time: gl.getUniformLocation(this.program, 'u_time')
};
}
/**
* Compile a shader
*/
compileShader(type, source) {
const gl = this.gl;
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;
}
/**
* Set up geometry (full-screen quad)
*/
setupGeometry() {
const gl = this.gl;
// Position attribute
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, 1, -1, -1, 1,
-1, 1, 1, -1, 1, 1
]), gl.STATIC_DRAW);
const positionLoc = gl.getAttribLocation(this.program, 'a_position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
// Texture coordinate attribute
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 0
]), gl.STATIC_DRAW);
const texCoordLoc = gl.getAttribLocation(this.program, 'a_texCoord');
gl.enableVertexAttribArray(texCoordLoc);
gl.vertexAttribPointer(texCoordLoc, 2, gl.FLOAT, false, 0, 0);
}
/**
* Set up texture for rendering source element
*/
setupTexture() {
const gl = this.gl;
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
// Set texture parameters
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
}
/**
* Handle canvas resize
*/
resize() {
const rect = this.source.getBoundingClientRect();
const dpr = window.devicePixelRatio || 1;
this.canvas.width = rect.width * dpr;
this.canvas.height = rect.height * dpr;
this.canvas.style.width = rect.width + 'px';
this.canvas.style.height = rect.height + 'px';
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
}
/**
* Apply inverse barrel distortion to get source coordinates from canvas coordinates
*/
inverseDistort(canvasX, canvasY) {
const rect = this.canvas.getBoundingClientRect();
// Normalize to 0-1
let u = canvasX / rect.width;
let v = canvasY / rect.height;
// Center around 0
let x = u * 2 - 1;
let y = v * 2 - 1;
// Iteratively solve inverse (Newton-Raphson)
for (let i = 0; i < 10; i++) {
const distSq = x * x + y * y;
const distortion = 1 + this.options.bulgeStrength * distSq;
// The forward transform is: distorted = original * distortion
// So inverse is approximately: original = distorted / distortion
x = (u * 2 - 1) / distortion;
y = (v * 2 - 1) / distortion;
}
// Convert back to pixel coordinates
const sourceX = ((x + 1) / 2) * rect.width;
const sourceY = ((y + 1) / 2) * rect.height;
return { x: sourceX, y: sourceY };
}
/**
* Set up event listeners for mouse/touch input
*/
setupEventListeners() {
const forwardEvent = (e, type) => {
const rect = this.canvas.getBoundingClientRect();
const canvasX = e.clientX - rect.left;
const canvasY = e.clientY - rect.top;
const sourceCoords = this.inverseDistort(canvasX, canvasY);
const sourceX = rect.left + sourceCoords.x;
const sourceY = rect.top + sourceCoords.y;
// Find element at transformed position in source
this.source.style.pointerEvents = 'auto';
this.source.style.opacity = '0.001'; // Nearly invisible but still there
const element = document.elementFromPoint(sourceX, sourceY);
this.source.style.pointerEvents = 'none';
this.source.style.opacity = '0';
if (element && this.source.contains(element)) {
const newEvent = new MouseEvent(type, {
bubbles: true,
cancelable: true,
clientX: sourceX,
clientY: sourceY,
button: e.button,
buttons: e.buttons
});
element.dispatchEvent(newEvent);
// Update cursor
this.canvas.style.cursor = window.getComputedStyle(element).cursor;
}
};
// Mouse events
this.canvas.addEventListener('click', (e) => forwardEvent(e, 'click'));
this.canvas.addEventListener('mousedown', (e) => forwardEvent(e, 'mousedown'));
this.canvas.addEventListener('mouseup', (e) => forwardEvent(e, 'mouseup'));
this.canvas.addEventListener('mousemove', (e) => forwardEvent(e, 'mousemove'));
this.canvas.addEventListener('dblclick', (e) => forwardEvent(e, 'dblclick'));
this.canvas.addEventListener('contextmenu', (e) => {
e.preventDefault();
forwardEvent(e, 'contextmenu');
});
// Wheel events
this.canvas.addEventListener('wheel', (e) => {
const rect = this.canvas.getBoundingClientRect();
const canvasX = e.clientX - rect.left;
const canvasY = e.clientY - rect.top;
const sourceCoords = this.inverseDistort(canvasX, canvasY);
const sourceX = rect.left + sourceCoords.x;
const sourceY = rect.top + sourceCoords.y;
this.source.style.pointerEvents = 'auto';
const element = document.elementFromPoint(sourceX, sourceY);
this.source.style.pointerEvents = 'none';
if (element && this.source.contains(element)) {
element.dispatchEvent(new WheelEvent('wheel', {
bubbles: true,
clientX: sourceX,
clientY: sourceY,
deltaX: e.deltaX,
deltaY: e.deltaY,
deltaMode: e.deltaMode
}));
}
}, { passive: true });
// Keyboard events should go to focused elements naturally
// Focus management
this.canvas.addEventListener('mousedown', () => {
// Focus the terminal when clicking canvas
const terminal = this.source.querySelector('.xterm-helper-textarea');
if (terminal) {
terminal.focus();
}
});
}
/**
* Capture source element to texture using html2canvas
*/
async captureSource() {
const gl = this.gl;
// Use html2canvas to render the source element
try {
const canvas = await html2canvas(this.source, {
backgroundColor: null,
scale: window.devicePixelRatio || 1,
logging: false,
useCORS: true
});
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
} catch (err) {
console.error('Failed to capture source:', err);
}
}
/**
* Render frame
*/
render(time) {
const gl = this.gl;
gl.clear(gl.COLOR_BUFFER_BIT);
// Set uniforms
gl.uniform1i(this.uniforms.texture, 0);
gl.uniform2f(this.uniforms.resolution, this.canvas.width, this.canvas.height);
gl.uniform1f(this.uniforms.bulgeStrength, this.options.bulgeStrength);
gl.uniform1f(this.uniforms.scanlineIntensity, this.options.scanlineIntensity);
gl.uniform1f(this.uniforms.vignetteStrength, this.options.vignetteStrength);
gl.uniform1f(this.uniforms.time, time * 0.001);
// Draw
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
/**
* Start the render loop
*/
startRenderLoop() {
const frameInterval = 1000 / this.options.fps;
let lastCapture = 0;
const loop = async (time) => {
// Capture at reduced rate to save performance
if (time - lastCapture > frameInterval) {
await this.captureSource();
lastCapture = time;
}
this.render(time);
this.animationId = requestAnimationFrame(loop);
};
this.animationId = requestAnimationFrame(loop);
}
/**
* Stop rendering
*/
destroy() {
if (this.animationId) {
cancelAnimationFrame(this.animationId);
}
this.canvas.remove();
this.source.style.opacity = '1';
this.source.style.pointerEvents = 'auto';
}
}
// Export for use
window.CRTCanvasRenderer = CRTCanvasRenderer;