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| 1 | +import { useWebGLContext, useLoop, usePingPongFBO, useWebGLCanvas } from "usegl"; |
| 2 | +import "./styles.css"; |
| 3 | + |
| 4 | +const { gl, canvas } = useWebGLContext("#glCanvas"); |
| 5 | + |
| 6 | +const gridSize = 100; |
| 7 | + |
| 8 | +const lifeUpdateFragment = /* glsl */ ` |
| 9 | + uniform sampler2D tCurrentState; |
| 10 | + varying vec2 vUv; |
| 11 | +
|
| 12 | + int getCellState(vec2 coord) { |
| 13 | + vec4 color = texture2D(tCurrentState, coord); |
| 14 | + return color.r > 0.5 ? 1 : 0; |
| 15 | + } |
| 16 | +
|
| 17 | + void main() { |
| 18 | + int neighbors = 0; |
| 19 | + float dx = 1.0 / float(${gridSize}); |
| 20 | + float dy = 1.0 / float(${gridSize}); |
| 21 | +
|
| 22 | + neighbors += getCellState(vUv + vec2(-dx, -dy)); |
| 23 | + neighbors += getCellState(vUv + vec2(-dx, 0.0)); |
| 24 | + neighbors += getCellState(vUv + vec2(-dx, dy)); |
| 25 | + neighbors += getCellState(vUv + vec2(0.0, -dy)); |
| 26 | + neighbors += getCellState(vUv + vec2(0.0, dy)); |
| 27 | + neighbors += getCellState(vUv + vec2(dx, -dy)); |
| 28 | + neighbors += getCellState(vUv + vec2(dx, 0.0)); |
| 29 | + neighbors += getCellState(vUv + vec2(dx, dy)); |
| 30 | +
|
| 31 | + int currentState = getCellState(vUv); |
| 32 | + float newState = 0.0; |
| 33 | +
|
| 34 | + if (currentState == 0 && neighbors == 3) { |
| 35 | + newState = 1.0; // Birth |
| 36 | + } else if (currentState == 1 && (neighbors == 2 || neighbors == 3)) { |
| 37 | + newState = 1.0; // Survival |
| 38 | + } |
| 39 | +
|
| 40 | + gl_FragColor = vec4(newState, newState, newState, 1.0); |
| 41 | + } |
| 42 | +`; |
| 43 | + |
| 44 | +const initialData = new Float32Array(gridSize * gridSize * 4); |
| 45 | +for (let i = 0; i < gridSize * gridSize; i++) { |
| 46 | + const alive = Math.random() < 0.5 ? 1 : 0; |
| 47 | + initialData.set([alive, alive, alive, 1], i * 4); |
| 48 | +} |
| 49 | + |
| 50 | +const gameState = usePingPongFBO(gl, { |
| 51 | + fragment: lifeUpdateFragment, |
| 52 | + dataTexture: { |
| 53 | + name: "tCurrentState", |
| 54 | + initialData, |
| 55 | + }, |
| 56 | +}); |
| 57 | + |
| 58 | +const renderPass = useWebGLCanvas({ |
| 59 | + canvas, |
| 60 | + fragment: /* glsl */ ` |
| 61 | + uniform sampler2D tCurrentState; |
| 62 | + attribute vec2 vUv; |
| 63 | +
|
| 64 | + void main() { |
| 65 | + gl_FragColor = texture2D(tCurrentState, vUv); |
| 66 | + } |
| 67 | + `, |
| 68 | + uniforms: { |
| 69 | + tCurrentState: () => gameState.texture, |
| 70 | + }, |
| 71 | +}); |
| 72 | + |
| 73 | +let lastTime = 0; |
| 74 | +useLoop(({ elapsedTime }) => { |
| 75 | + if (elapsedTime - lastTime < 50) return; |
| 76 | + gameState.render(); |
| 77 | + renderPass.render(); |
| 78 | + lastTime = elapsedTime; |
| 79 | +}); |
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