Markdown / January 2019

In adding entries to this lab, I realised I needed an inline link component. However, that would have complicated my JSON like data structure. Instead, I decided to build a small markdown component, so I could write my articles in markdown, and publish them.

It's on github: @stilva/markdown, check it out.

There's a few performance tests I'd like to run:

  • What are the performance implications in creating DOM elements vs building string representations and using `dangerouslySetInnerHTML`
  • Same for using createElement as a building block (I'm not convinced there's much to gain by converting the input as actual react components, given the static nature of markdowns)
  • Avoiding regexp, and having a more abstract representation of the markdown. e.g. new Node(), new Leaf()

I initially had decided to use RegExp to keep the code simple, and to worry about performance when needed. The only performance optimisation I have done this far, is to cache the rendered HTML string in the SessionStorage. At the moment the only way to invalidate it is by passing a new key.

GLSL / September 2018

Writing fragment shaders is a lot of fun. Setting up everything to easily write a shader is much less so.

Having had to go through the whole ceremony on more than one occasion in the last few months, I've decided to finally write a small library to ease the pain. It's on github: @stilva/glsl, check it out.

This library allows for a much more concise way of writing shaders.

The clearing of the buffer in the rendering loop, setting the vertex shader, uniform locations etc are all taken care of for you.

const GLSL = require('@stilva/glsl'); const glsl = new GLSL(node); glsl.addVariable('u_delta', [0, 2, 4]); glsl.fragment`void main() { vec2 uv = gl_FragCoord.xy/u_resolution.xy; vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + u_delta); gl_FragColor = vec4(col, 1.0); }`; glsl.render();

Still very much a WIP, and here's my to-do list:

  • Add tests, maybe jest + puppeteer, or just jest + Karma runner.
  • Add a resize function, based on the canvas size.
  • Add the texel read/write option once I figure out the best API for it.