LICSON showed how to simulate GLSL shader effects on HTML5 Canvas using pure JavaScript:
//The requestAnimFrame fallback for better and smoother animation
window.requestAnimFrame = (function () {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame || window.oRequestAnimationFrame ||
window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
//Prepare our canvas
var canvas = document.querySelector('#render');
var w = window.innerWidth;
var h = window.innerHeight;
canvas.width = w;
canvas.height = h;
var ctx = canvas.getContext('2d');
var time = Date.now();//record initial time
var buffer = ctx.createImageData(w, h);//The back buffer we used to paint the result into the canvas
//The main render function
//Calculate a color value from elapsed time and [x,y] coordinates (scaled to [0,1])
function render(time, fragcoord) {
/* put the GLSL fragment shader's JavaScript equivalent here. */
//begin of per pixel bitmap manipulation
var x = fragcoord[0]; var y = fragcoord[1];
var red = x;
var green = y;
var blue = 1/(1+time);
var alpha = 1;
//end of per pixel bitmap manipulation
return [red,green,blue,alpha]; //the final color value (scaled to [0,1])
};
function animate() {
var delta = (Date.now() - time) / 1000;
buffer = ctx.createImageData(w, h);
ctx.clearRect(0, 0, w, h);
for (var x = 0; x < w; x++) {
for (var y = 0; y < h; y++) {
var ret = render(delta, [x/w, y/h]);
var i = (y * buffer.width + x) * 4;
buffer.data[i] = ret[0] * 255;//red
buffer.data[i + 1] = ret[1] * 255;//green
buffer.data[i + 2] = ret[2] * 255;//blue
buffer.data[i + 3] = ret[3] * 255;//alpha
}
}
ctx.putImageData(buffer, 0, 0);
requestAnimFrame(animate);
};
window.onresize = function () {
w = window.innerWidth;
h = window.innerHeight;
canvas.width = w;
canvas.height = h;
};
animate();
Demo & Full Source Code: http://vvv.flaswf.tk/demo/?url=HTML5Pixels
The difference: In AS3/Haxe, a color value is represented by a single Unsigned Int value (0xAARRGGBB). In HTML5, the color data (BitmapData) array stores a whole color value as four neighboring elements (integer between 0 and 255), representing the red, green, blue and alpha values, respectively. To get/set the color value at coordinate (x,y), you should go to index "i=(y*buffer.width+x)*4", then the red, green, blue and alpha values are respectively "buffer.data[i], buffer.data[i+1], buffer.data[i+2], buffer.data[i+3]".
Links:
https://licson.net/post/glsl-fragment-shaders-in-javascript/
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas
https://bruce-lab.blogspot.com/2019/02/four-ways-for-per-pixel-bitmap.html
Faster Canvas Pixel Manipulation with Typed Arrays
References:
HTML5 Canvas: Native Interactivity and Animation for the Web, see Animation Loop (P.27), Pixel Manipulation (P.170).
Foundation HTML5 Animation with JavaScript, see Animation loops (P.16), Pixel manipulation (P.94).
HTML5 Game Development Insights, see High-Performance Update Loops (P.106), A Bitmap API Example (P.246).
https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/putImageData
https://www.w3schools.com/js/js_htmldom_animate.asp
https://www.w3schools.com/tags/canvas_putimagedata.asp