This commit is contained in:
Orion Reed 2024-12-01 21:23:05 -05:00
parent a7804b27ac
commit 10cd273481
2 changed files with 183 additions and 162 deletions

View File

@ -10,7 +10,7 @@ export class DistanceField extends HTMLElement {
private pingPongIndex: number = 0;
private canvas!: HTMLCanvasElement;
private gl!: WebGL2RenderingContext;
private glContext!: WebGL2RenderingContext;
private framebuffer!: WebGLFramebuffer;
private fullscreenQuadVAO!: WebGLVertexArrayObject;
private shapeVAO!: WebGLVertexArrayObject;
@ -19,16 +19,14 @@ export class DistanceField extends HTMLElement {
private renderProgram!: WebGLProgram; // Final rendering shader program
private seedProgram!: WebGLProgram; // Seed point shader program
private static readonly MAX_DISTANCE = 99999.0;
constructor() {
super();
this.geometries = document.querySelectorAll('fc-geometry');
const { gl, canvas } = WebGLUtils.createWebGLCanvas(
window.innerWidth,
window.innerHeight,
this // Pass the parent element
);
const { gl, canvas } = WebGLUtils.createWebGLCanvas(window.innerWidth, window.innerHeight, this);
if (!gl || !canvas) {
console.error('Failed to initialize WebGL context.');
@ -36,7 +34,7 @@ export class DistanceField extends HTMLElement {
}
this.canvas = canvas;
this.gl = gl;
this.glContext = gl;
// Initialize shaders
this.initShaders();
@ -49,8 +47,6 @@ export class DistanceField extends HTMLElement {
// Start the JFA process
this.runJFA();
window.addEventListener('resize', this.handleResize);
}
static define() {
@ -58,6 +54,7 @@ export class DistanceField extends HTMLElement {
}
connectedCallback() {
window.addEventListener('resize', this.handleResize);
this.geometries.forEach((geometry) => {
geometry.addEventListener('move', this.handleGeometryUpdate);
geometry.addEventListener('resize', this.handleGeometryUpdate);
@ -65,12 +62,12 @@ export class DistanceField extends HTMLElement {
}
disconnectedCallback() {
window.removeEventListener('resize', this.handleResize);
this.geometries.forEach((geometry) => {
geometry.removeEventListener('move', this.handleGeometryUpdate);
geometry.removeEventListener('resize', this.handleGeometryUpdate);
});
window.removeEventListener('resize', this.handleResize);
this.cleanupWebGLResources();
}
private handleGeometryUpdate = () => {
@ -79,122 +76,13 @@ export class DistanceField extends HTMLElement {
};
private initShaders() {
// Shader sources
const vertexShaderSource = vert`#version 300 es
precision highp float;
in vec2 a_position;
out vec2 v_texCoord;
void main() {
v_texCoord = a_position * 0.5 + 0.5; // Transform to [0, 1] range
gl_Position = vec4(a_position, 0.0, 1.0);
}`;
const fragmentShaderSource = frag`#version 300 es
precision highp float;
precision mediump int;
in vec2 v_texCoord;
out vec4 outColor;
uniform sampler2D u_previousTexture;
uniform vec2 u_offsets[9];
void main() {
// Start with the current texel's nearest seed point and distance
vec4 nearest = texture(u_previousTexture, v_texCoord);
// Initialize minDist with the current distance
float minDist = nearest.a;
// Loop through neighbor offsets
for (int i = 0; i < 9; ++i) {
vec2 sampleCoord = v_texCoord + u_offsets[i];
// Clamp sampleCoord to [0, 1] to prevent sampling outside texture
sampleCoord = clamp(sampleCoord, vec2(0.0), vec2(1.0));
vec4 sampled = texture(u_previousTexture, sampleCoord);
if (sampled.z == 0.0) {
continue; // Skip background pixels
}
// Compute distance to the seed point stored in this neighbor
float dist = distance(sampled.xy, v_texCoord);
if (dist < minDist) {
nearest = sampled;
nearest.a = dist;
minDist = dist;
}
}
// Output the nearest seed point and updated distance
outColor = nearest;
}`;
const displayVertexShaderSource = vert`#version 300 es
in vec2 a_position;
out vec2 v_texCoord;
void main() {
v_texCoord = a_position * 0.5 + 0.5;
gl_Position = vec4(a_position, 0.0, 1.0);
}`;
const displayFragmentShaderSource = frag`#version 300 es
precision highp float;
in vec2 v_texCoord;
out vec4 outColor;
uniform sampler2D u_texture;
void main() {
vec4 texel = texture(u_texture, v_texCoord);
// Extract shape ID and distance
float shapeID = texel.z;
float distance = texel.a;
// Hash-based color for shape
vec3 shapeColor = vec3(
fract(sin(shapeID * 12.9898) * 43758.5453),
fract(sin(shapeID * 78.233) * 43758.5453),
fract(sin(shapeID * 93.433) * 43758.5453)
);
// Visualize distance (e.g., as intensity)
float intensity = exp(-distance * 10.0);
outColor = vec4(shapeColor * intensity, 1.0);
}`;
// Compute offsets on the CPU
const offsets = [];
for (let y = -1; y <= 1; y++) {
for (let x = -1; x <= 1; x++) {
offsets.push(x, y);
}
}
// Compile JFA shaders using the utility function
this.jfaProgram = this.compileShaderProgram(vertexShaderSource, fragmentShaderSource);
// Compile display shaders using the utility function
this.renderProgram = this.compileShaderProgram(displayVertexShaderSource, displayFragmentShaderSource);
}
private compileShaderProgram(vertexSource: string, fragmentSource: string): WebGLProgram {
const gl = this.gl;
const vertexShader = WebGLUtils.createShader(gl, gl.VERTEX_SHADER, vertexSource);
const fragmentShader = WebGLUtils.createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
return WebGLUtils.createProgram(gl, vertexShader, fragmentShader);
this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, jfaVertShader, jfaFragShader);
this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertexShaderSource, seedFragmentShaderSource);
this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, renderVertShader, renderFragShader);
}
private initPingPongTextures() {
const gl = this.gl;
const gl = this.glContext;
const width = this.canvas.width;
const height = this.canvas.height;
@ -244,35 +132,7 @@ export class DistanceField extends HTMLElement {
}
private initSeedPointRendering() {
const gl = this.gl;
// Shader sources for seed point rendering
const seedVertexShaderSource = vert`#version 300 es
precision highp float;
in vec3 a_position; // x, y, shapeID
flat out float v_shapeID;
void main() {
gl_Position = vec4(a_position.xy, 0.0, 1.0);
v_shapeID = a_position.z; // Pass shape ID to fragment shader
}`;
const seedFragmentShaderSource = frag`#version 300 es
precision highp float;
flat in float v_shapeID;
uniform vec2 u_canvasSize;
out vec4 outColor;
void main() {
vec2 seedCoord = gl_FragCoord.xy / u_canvasSize;
outColor = vec4(seedCoord, v_shapeID, 0.0); // Seed coords, shape ID, initial distance 0
}`;
// Compile seed shaders
this.seedProgram = this.compileShaderProgram(seedVertexShaderSource, seedFragmentShaderSource);
const gl = this.glContext;
// Set up VAO and buffer for shapes
this.shapeVAO = gl.createVertexArray()!;
@ -319,6 +179,7 @@ export class DistanceField extends HTMLElement {
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
gl.useProgram(this.seedProgram);
const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
@ -330,7 +191,7 @@ export class DistanceField extends HTMLElement {
}
private renderSeedPoints() {
const gl = this.gl;
const gl = this.glContext;
// Bind framebuffer to render to the seed texture
const seedTexture = this.textures[this.pingPongIndex % 2];
@ -339,7 +200,7 @@ export class DistanceField extends HTMLElement {
// Clear the texture with a large initial distance
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 99999.0); // Max initial distance
gl.clearColor(0.0, 0.0, 0.0, DistanceField.MAX_DISTANCE);
gl.clear(gl.COLOR_BUFFER_BIT);
// Use seed shader program
@ -373,7 +234,7 @@ export class DistanceField extends HTMLElement {
}
private renderPass(stepSize: number) {
const gl = this.gl;
const gl = this.glContext;
// Swap textures for ping-pong rendering
const inputTexture = this.textures[this.pingPongIndex % 2];
@ -396,7 +257,6 @@ export class DistanceField extends HTMLElement {
gl.bindTexture(gl.TEXTURE_2D, inputTexture);
gl.uniform1i(gl.getUniformLocation(this.jfaProgram, 'u_previousTexture'), 0);
// Draw a fullscreen quad
this.drawFullscreenQuad();
// Swap ping-pong index
@ -404,7 +264,7 @@ export class DistanceField extends HTMLElement {
}
private renderToScreen() {
const gl = this.gl;
const gl = this.glContext;
// Unbind framebuffer to render to the canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
@ -424,9 +284,8 @@ export class DistanceField extends HTMLElement {
}
private drawFullscreenQuad() {
const gl = this.gl;
const gl = this.glContext;
// Initialize VAO if not already done
if (!this.fullscreenQuadVAO) {
this.initFullscreenQuad();
}
@ -437,7 +296,7 @@ export class DistanceField extends HTMLElement {
}
private initFullscreenQuad() {
const gl = this.gl;
const gl = this.glContext;
const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
@ -464,7 +323,7 @@ export class DistanceField extends HTMLElement {
// Handle window resize
private handleResize = () => {
const gl = this.gl;
const gl = this.glContext;
// Update canvas size
this.canvas.width = window.innerWidth;
@ -492,4 +351,154 @@ export class DistanceField extends HTMLElement {
}
return new Float32Array(offsets);
}
private cleanupWebGLResources() {
const gl = this.glContext;
// Delete textures
this.textures.forEach((texture) => gl.deleteTexture(texture));
this.textures = [];
// Delete framebuffers
if (this.framebuffer) {
gl.deleteFramebuffer(this.framebuffer);
}
// Delete VAOs
if (this.fullscreenQuadVAO) {
gl.deleteVertexArray(this.fullscreenQuadVAO);
}
if (this.shapeVAO) {
gl.deleteVertexArray(this.shapeVAO);
}
if (this.jfaProgram) {
gl.deleteProgram(this.jfaProgram);
}
if (this.renderProgram) {
gl.deleteProgram(this.renderProgram);
}
if (this.seedProgram) {
gl.deleteProgram(this.seedProgram);
}
// Clear other references
this.geometries = null!;
}
}
const jfaVertShader = vert`#version 300 es
precision highp float;
in vec2 a_position;
out vec2 v_texCoord;
void main() {
v_texCoord = a_position * 0.5 + 0.5; // Transform to [0, 1] range
gl_Position = vec4(a_position, 0.0, 1.0);
}`;
const jfaFragShader = frag`#version 300 es
precision highp float;
precision mediump int;
in vec2 v_texCoord;
out vec4 outColor;
uniform sampler2D u_previousTexture;
uniform vec2 u_offsets[9];
void main() {
// Start with the current texel's nearest seed point and distance
vec4 nearest = texture(u_previousTexture, v_texCoord);
// Initialize minDist with the current distance
float minDist = nearest.a;
// Loop through neighbor offsets
for (int i = 0; i < 9; ++i) {
vec2 sampleCoord = v_texCoord + u_offsets[i];
// Clamp sampleCoord to [0, 1] to prevent sampling outside texture
sampleCoord = clamp(sampleCoord, vec2(0.0), vec2(1.0));
vec4 sampled = texture(u_previousTexture, sampleCoord);
if (sampled.z == 0.0) {
continue; // Skip background pixels
}
// Compute distance to the seed point stored in this neighbor
float dist = distance(sampled.xy, v_texCoord);
if (dist < minDist) {
nearest = sampled;
nearest.a = dist;
minDist = dist;
}
}
// Output the nearest seed point and updated distance
outColor = nearest;
}`;
const renderVertShader = vert`#version 300 es
in vec2 a_position;
out vec2 v_texCoord;
void main() {
v_texCoord = a_position * 0.5 + 0.5;
gl_Position = vec4(a_position, 0.0, 1.0);
}`;
const renderFragShader = frag`#version 300 es
precision highp float;
in vec2 v_texCoord;
out vec4 outColor;
uniform sampler2D u_texture;
void main() {
vec4 texel = texture(u_texture, v_texCoord);
// Extract shape ID and distance
float shapeID = texel.z;
float distance = texel.a;
// Hash-based color for shape
vec3 shapeColor = vec3(
fract(sin(shapeID * 12.9898) * 43758.5453),
fract(sin(shapeID * 78.233) * 43758.5453),
fract(sin(shapeID * 93.433) * 43758.5453)
);
// Visualize distance (e.g., as intensity)
float intensity = exp(-distance * 10.0);
outColor = vec4(shapeColor * intensity, 1.0);
}`;
// Shader sources for seed point rendering
const seedVertexShaderSource = vert`#version 300 es
precision highp float;
in vec3 a_position; // x, y, shapeID
flat out float v_shapeID;
void main() {
gl_Position = vec4(a_position.xy, 0.0, 1.0);
v_shapeID = a_position.z; // Pass shape ID to fragment shader
}`;
const seedFragmentShaderSource = frag`#version 300 es
precision highp float;
flat in float v_shapeID;
uniform vec2 u_canvasSize;
out vec4 outColor;
void main() {
vec2 seedCoord = gl_FragCoord.xy / u_canvasSize;
outColor = vec4(seedCoord, v_shapeID, 0.0); // Seed coords, shape ID, initial distance 0
}`;

View File

@ -60,4 +60,16 @@ export class WebGLUtils {
parent.appendChild(canvas);
return { gl, canvas };
}
static createShaderProgram(gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string): WebGLProgram {
const vertexShader = this.createShader(gl, gl.VERTEX_SHADER, vertexSource);
const fragmentShader = this.createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
const program = this.createProgram(gl, vertexShader, fragmentShader);
// Clean up shaders since they're now linked to the program
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
return program;
}
}