Robert Plummer ed1cd94448 feat: Added features and fixes for the following issues:
...it kind of snowballed from some needs
Fixes #521 - If `tactic` is not set, check precision allowed from WebGL, and automatically change based off needs, otherwise use value from `tactic`.
Fixes #535 - Internally check if texture from argument is the same as output, if so, clone this texture, and then clean it up after the kernel runs.
Fixes #536 - Normalize all declarations to non-destructured, and then parse
Fixes #537 - Change logic
Fixes #538 - Found the GL script that would work, and reduced the methods to use it
Fixes #539 - Found a better way of testing random, and this gives me an error for 1 in 10 runs, acceptable

Some refactoring for less duplicate code and documentation
2019-11-26 10:55:28 -05:00

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2.0 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Cat image with GPU.js</title>
<script src="../../dist/gpu-browser.min.js"></script>
</head>
<body>
<h1>Image to GPU.js from <a href="https://observablehq.com/@fil/image-to-gpu">https://observablehq.com/@fil/image-to-gpu</a></h1>
<div id="log-fps"></div>
</body>
<script>
const gpu = new GPU();
function imageToArray(image) {
const kernel = gpu.createKernel(function(image) {
const pixel = image[this.thread.y][this.thread.x];
this.color(pixel.r, pixel.g, pixel.b, pixel.a);
}, {
output: [image.width, image.height],
graphical: true,
pipeline: true,
});
kernel(image);
const result = kernel.getPixels(true);
kernel.destroy();
return result;
}
const kernel = function(data, wobble) {
let x = this.thread.x,
y = this.thread.y;
//var data = this.constants.data;
// wouldn't be fun if the kernel did _nothing_
x = Math.floor(x + wobble * Math.sin(y / 10));
y = Math.floor(y + wobble * Math.cos(x / 10));
const n = 4 * (x + (this.constants.w * y));
this.color(data[n]/256, data[n+1]/256,data[n+2]/256,1);
};
const logFps = document.querySelector('#log-fps');
const image = new Image();
image.src = './cat.jpg';
image.onload = () => {
const array = imageToArray(image);
const render = (new GPU({mode: "gpu"}))
.createKernel(kernel)
.setConstants({ w: image.width, h: image.height })
.setOutput([image.width, image.height])
.setGraphical(true);
const canvas = render.canvas;
document.body.appendChild(canvas);
let lastCalledTime;
let fps;
function callRender() {
const wobble = 14 * Math.sin(Date.now() / 400);
render(array, wobble);
const delta = (Date.now() - lastCalledTime)/1000;
lastCalledTime = Date.now();
fps = 1 / delta;
logFps.innerHTML = fps.toFixed(0) + ' FPS';
window.requestAnimationFrame(() => {
callRender();
});
}
callRender();
};
</script>
</html>