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index.js
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#!/usr/bin/env node
"use strict";
const argv = require('minimist')(process.argv.slice(2));
const fs = require('fs');
const PNG = require('pngjs').PNG;
const glsl = require('glslify');
const path = require('path');
const pkg = require('./package.json')
const OUTPUT_SIZE = argv.size !== undefined ? Math.floor(argv.size) : 512;
const NOISE_SCALE = argv.noise_scale !== undefined ? parseFloat(argv.noise_scale) : 1.0;
const LOOP_RADIUS = argv.loop_radius !== undefined ? parseFloat(argv.loop_radius) : Math.PI;
const TIME = argv.t !== undefined ? parseFloat(argv.t) : 0.0;
const ALPHA = argv.a !== undefined;
const OUTPUT_FILE = `noise_${OUTPUT_SIZE}_${TIME.toFixed(8)}.png`
const OUTPUT_PATH = argv.o !== undefined ? path.resolve(process.cwd(), argv.o) : path.resolve(process.cwd(), OUTPUT_FILE);
// if no arguments passed, display help
if(Object.keys(argv).length === 1) {
console.log(`
${pkg.name} v${pkg.version}
+ + +
options:
--size [512] png output size in pixels, always square
--noise_scale [1.0] scale of noise, bigger number = higher frequency
-t [0.0] timestamp to render in noise field, like a seed you can fade
-o [./noise_...] output path relative to current location for png
by flimshaw <flimshaw.net>
`);
return false;
}
const VERT_SHADER = glsl(argv.vert !== undefined ? argv.vert : './shaders/default.vert');
const FRAG_SHADER = glsl(argv.frag !== undefined ? argv.frag : './shaders/default.frag');
const gl = require('gl')(OUTPUT_SIZE, OUTPUT_SIZE);
gl.clearColor(0,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
// helper function to create and compile a shader
function createShader(str, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw gl.getShaderInfoLog(shader);
}
return shader;
}
// helper function to create a program from a pair of vert and frag shaders
function createProgram(vstr, fstr) {
var program = gl.createProgram();
var vshader = createShader(vstr, gl.VERTEX_SHADER);
var fshader = createShader(fstr, gl.FRAGMENT_SHADER);
gl.attachShader(program, vshader);
gl.attachShader(program, fshader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw gl.getProgramInfoLog(program);
}
return program;
}
// Create a two triangle plane that fills the viewport
var boxSize = 1.0;
var arrays = {
position: [-boxSize, -boxSize, 0, boxSize, -boxSize, 0, -boxSize, boxSize, 0, -boxSize, boxSize, 0, boxSize, -boxSize, 0, boxSize, boxSize, 0],
};
// create a vertex buffer and fill it with triangle positions
var vertexPosBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexPosBuffer);
var vertices = arrays.position;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
var program = createProgram(VERT_SHADER,FRAG_SHADER);
gl.useProgram(program);
program.timeUniform = gl.getUniformLocation(program, 'uTime');
program.resolutionUniform = gl.getUniformLocation(program, 'uResolution');
program.seedUniform = gl.getUniformLocation(program, 'uSeed');
program.vertexPosAttrib = gl.getAttribLocation(program, 'position');
program.noiseScaleUniform = gl.getUniformLocation(program, 'uNoiseScale');
function padToFour(number) {
let n = '';
if (Math.abs(number)<=9999) {
n = ("000"+Math.abs(number)).slice(-4);
}
if(number < 0) {
n = `-${n}`;
}
return n;
}
function render() {
// set uniforms
gl.uniform2f(program.resolutionUniform, OUTPUT_SIZE, OUTPUT_SIZE);
gl.uniform1f(program.timeUniform, TIME*.005);
gl.uniform1f(program.noiseScaleUniform, NOISE_SCALE);
gl.uniform2f(program.seedUniform, TIME, TIME);
// setup screen tile
gl.enableVertexAttribArray(program.vertexPosAttrib);
gl.vertexAttribPointer(program.vertexPosAttrib, 3, gl.FLOAT, false, 0, 0);
// draw the loaded program to the screen
gl.drawArrays(gl.TRIANGLES, 0, 6);
// read the render buffer back
const png = new PNG({ width: OUTPUT_SIZE, height: OUTPUT_SIZE });
// stream pixel values from the gl context to a png buffer
gl.readPixels(0, 0, OUTPUT_SIZE, OUTPUT_SIZE, gl.RGBA, gl.UNSIGNED_BYTE, png.data);
// pack the PNG and pipe it to our output file
png.pack().pipe(fs.createWriteStream(OUTPUT_PATH));
}
render();