simplify
This commit is contained in:
parent
a7804b27ac
commit
10cd273481
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@ -10,7 +10,7 @@ export class DistanceField extends HTMLElement {
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private pingPongIndex: number = 0;
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private pingPongIndex: number = 0;
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private canvas!: HTMLCanvasElement;
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private canvas!: HTMLCanvasElement;
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private gl!: WebGL2RenderingContext;
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private glContext!: WebGL2RenderingContext;
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private framebuffer!: WebGLFramebuffer;
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private framebuffer!: WebGLFramebuffer;
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private fullscreenQuadVAO!: WebGLVertexArrayObject;
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private fullscreenQuadVAO!: WebGLVertexArrayObject;
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private shapeVAO!: WebGLVertexArrayObject;
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private shapeVAO!: WebGLVertexArrayObject;
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@ -19,16 +19,14 @@ export class DistanceField extends HTMLElement {
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private renderProgram!: WebGLProgram; // Final rendering shader program
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private renderProgram!: WebGLProgram; // Final rendering shader program
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private seedProgram!: WebGLProgram; // Seed point shader program
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private seedProgram!: WebGLProgram; // Seed point shader program
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private static readonly MAX_DISTANCE = 99999.0;
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constructor() {
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constructor() {
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super();
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super();
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this.geometries = document.querySelectorAll('fc-geometry');
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this.geometries = document.querySelectorAll('fc-geometry');
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const { gl, canvas } = WebGLUtils.createWebGLCanvas(
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const { gl, canvas } = WebGLUtils.createWebGLCanvas(window.innerWidth, window.innerHeight, this);
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window.innerWidth,
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window.innerHeight,
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this // Pass the parent element
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);
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if (!gl || !canvas) {
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if (!gl || !canvas) {
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console.error('Failed to initialize WebGL context.');
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console.error('Failed to initialize WebGL context.');
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@ -36,7 +34,7 @@ export class DistanceField extends HTMLElement {
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}
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}
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this.canvas = canvas;
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this.canvas = canvas;
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this.gl = gl;
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this.glContext = gl;
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// Initialize shaders
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// Initialize shaders
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this.initShaders();
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this.initShaders();
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@ -49,8 +47,6 @@ export class DistanceField extends HTMLElement {
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// Start the JFA process
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// Start the JFA process
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this.runJFA();
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this.runJFA();
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window.addEventListener('resize', this.handleResize);
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}
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}
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static define() {
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static define() {
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@ -58,6 +54,7 @@ export class DistanceField extends HTMLElement {
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}
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}
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connectedCallback() {
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connectedCallback() {
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window.addEventListener('resize', this.handleResize);
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this.geometries.forEach((geometry) => {
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this.geometries.forEach((geometry) => {
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geometry.addEventListener('move', this.handleGeometryUpdate);
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geometry.addEventListener('move', this.handleGeometryUpdate);
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geometry.addEventListener('resize', this.handleGeometryUpdate);
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geometry.addEventListener('resize', this.handleGeometryUpdate);
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@ -65,12 +62,12 @@ export class DistanceField extends HTMLElement {
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}
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}
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disconnectedCallback() {
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disconnectedCallback() {
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window.removeEventListener('resize', this.handleResize);
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this.geometries.forEach((geometry) => {
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this.geometries.forEach((geometry) => {
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geometry.removeEventListener('move', this.handleGeometryUpdate);
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geometry.removeEventListener('move', this.handleGeometryUpdate);
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geometry.removeEventListener('resize', this.handleGeometryUpdate);
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geometry.removeEventListener('resize', this.handleGeometryUpdate);
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});
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});
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this.cleanupWebGLResources();
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window.removeEventListener('resize', this.handleResize);
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}
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}
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private handleGeometryUpdate = () => {
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private handleGeometryUpdate = () => {
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@ -79,122 +76,13 @@ export class DistanceField extends HTMLElement {
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};
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};
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private initShaders() {
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private initShaders() {
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// Shader sources
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this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, jfaVertShader, jfaFragShader);
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const vertexShaderSource = vert`#version 300 es
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this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertexShaderSource, seedFragmentShaderSource);
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precision highp float;
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this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, renderVertShader, renderFragShader);
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in vec2 a_position;
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out vec2 v_texCoord;
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void main() {
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v_texCoord = a_position * 0.5 + 0.5; // Transform to [0, 1] range
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gl_Position = vec4(a_position, 0.0, 1.0);
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}`;
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const fragmentShaderSource = frag`#version 300 es
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precision highp float;
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precision mediump int;
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in vec2 v_texCoord;
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out vec4 outColor;
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uniform sampler2D u_previousTexture;
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uniform vec2 u_offsets[9];
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void main() {
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// Start with the current texel's nearest seed point and distance
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vec4 nearest = texture(u_previousTexture, v_texCoord);
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// Initialize minDist with the current distance
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float minDist = nearest.a;
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// Loop through neighbor offsets
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for (int i = 0; i < 9; ++i) {
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vec2 sampleCoord = v_texCoord + u_offsets[i];
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// Clamp sampleCoord to [0, 1] to prevent sampling outside texture
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sampleCoord = clamp(sampleCoord, vec2(0.0), vec2(1.0));
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vec4 sampled = texture(u_previousTexture, sampleCoord);
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if (sampled.z == 0.0) {
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continue; // Skip background pixels
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}
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// Compute distance to the seed point stored in this neighbor
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float dist = distance(sampled.xy, v_texCoord);
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if (dist < minDist) {
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nearest = sampled;
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nearest.a = dist;
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minDist = dist;
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}
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}
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// Output the nearest seed point and updated distance
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outColor = nearest;
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}`;
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const displayVertexShaderSource = vert`#version 300 es
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in vec2 a_position;
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out vec2 v_texCoord;
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void main() {
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v_texCoord = a_position * 0.5 + 0.5;
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gl_Position = vec4(a_position, 0.0, 1.0);
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}`;
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const displayFragmentShaderSource = frag`#version 300 es
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precision highp float;
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in vec2 v_texCoord;
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out vec4 outColor;
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uniform sampler2D u_texture;
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void main() {
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vec4 texel = texture(u_texture, v_texCoord);
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// Extract shape ID and distance
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float shapeID = texel.z;
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float distance = texel.a;
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// Hash-based color for shape
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vec3 shapeColor = vec3(
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fract(sin(shapeID * 12.9898) * 43758.5453),
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fract(sin(shapeID * 78.233) * 43758.5453),
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fract(sin(shapeID * 93.433) * 43758.5453)
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);
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// Visualize distance (e.g., as intensity)
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float intensity = exp(-distance * 10.0);
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outColor = vec4(shapeColor * intensity, 1.0);
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}`;
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// Compute offsets on the CPU
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const offsets = [];
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for (let y = -1; y <= 1; y++) {
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for (let x = -1; x <= 1; x++) {
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offsets.push(x, y);
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}
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}
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// Compile JFA shaders using the utility function
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this.jfaProgram = this.compileShaderProgram(vertexShaderSource, fragmentShaderSource);
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// Compile display shaders using the utility function
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this.renderProgram = this.compileShaderProgram(displayVertexShaderSource, displayFragmentShaderSource);
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}
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private compileShaderProgram(vertexSource: string, fragmentSource: string): WebGLProgram {
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const gl = this.gl;
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const vertexShader = WebGLUtils.createShader(gl, gl.VERTEX_SHADER, vertexSource);
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const fragmentShader = WebGLUtils.createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
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return WebGLUtils.createProgram(gl, vertexShader, fragmentShader);
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}
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}
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private initPingPongTextures() {
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private initPingPongTextures() {
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const gl = this.gl;
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const gl = this.glContext;
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const width = this.canvas.width;
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const width = this.canvas.width;
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const height = this.canvas.height;
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const height = this.canvas.height;
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@ -244,35 +132,7 @@ export class DistanceField extends HTMLElement {
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}
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}
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private initSeedPointRendering() {
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private initSeedPointRendering() {
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const gl = this.gl;
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const gl = this.glContext;
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// Shader sources for seed point rendering
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const seedVertexShaderSource = vert`#version 300 es
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precision highp float;
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in vec3 a_position; // x, y, shapeID
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flat out float v_shapeID;
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void main() {
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gl_Position = vec4(a_position.xy, 0.0, 1.0);
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v_shapeID = a_position.z; // Pass shape ID to fragment shader
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}`;
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const seedFragmentShaderSource = frag`#version 300 es
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precision highp float;
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flat in float v_shapeID;
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uniform vec2 u_canvasSize;
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out vec4 outColor;
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void main() {
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vec2 seedCoord = gl_FragCoord.xy / u_canvasSize;
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outColor = vec4(seedCoord, v_shapeID, 0.0); // Seed coords, shape ID, initial distance 0
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}`;
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// Compile seed shaders
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this.seedProgram = this.compileShaderProgram(seedVertexShaderSource, seedFragmentShaderSource);
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// Set up VAO and buffer for shapes
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// Set up VAO and buffer for shapes
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this.shapeVAO = gl.createVertexArray()!;
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this.shapeVAO = gl.createVertexArray()!;
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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gl.useProgram(this.seedProgram);
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const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
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const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
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gl.enableVertexAttribArray(positionLocation);
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
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@ -330,7 +191,7 @@ export class DistanceField extends HTMLElement {
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}
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}
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private renderSeedPoints() {
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private renderSeedPoints() {
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const gl = this.gl;
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const gl = this.glContext;
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// Bind framebuffer to render to the seed texture
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// Bind framebuffer to render to the seed texture
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const seedTexture = this.textures[this.pingPongIndex % 2];
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const seedTexture = this.textures[this.pingPongIndex % 2];
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@ -339,7 +200,7 @@ export class DistanceField extends HTMLElement {
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// Clear the texture with a large initial distance
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// Clear the texture with a large initial distance
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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gl.clearColor(0.0, 0.0, 0.0, 99999.0); // Max initial distance
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gl.clearColor(0.0, 0.0, 0.0, DistanceField.MAX_DISTANCE);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Use seed shader program
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// Use seed shader program
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}
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}
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private renderPass(stepSize: number) {
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private renderPass(stepSize: number) {
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const gl = this.gl;
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const gl = this.glContext;
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// Swap textures for ping-pong rendering
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// Swap textures for ping-pong rendering
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const inputTexture = this.textures[this.pingPongIndex % 2];
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const inputTexture = this.textures[this.pingPongIndex % 2];
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gl.bindTexture(gl.TEXTURE_2D, inputTexture);
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gl.bindTexture(gl.TEXTURE_2D, inputTexture);
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gl.uniform1i(gl.getUniformLocation(this.jfaProgram, 'u_previousTexture'), 0);
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gl.uniform1i(gl.getUniformLocation(this.jfaProgram, 'u_previousTexture'), 0);
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// Draw a fullscreen quad
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this.drawFullscreenQuad();
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this.drawFullscreenQuad();
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// Swap ping-pong index
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// Swap ping-pong index
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}
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}
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private renderToScreen() {
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private renderToScreen() {
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const gl = this.gl;
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const gl = this.glContext;
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// Unbind framebuffer to render to the canvas
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// Unbind framebuffer to render to the canvas
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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}
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}
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private drawFullscreenQuad() {
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private drawFullscreenQuad() {
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const gl = this.gl;
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const gl = this.glContext;
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// Initialize VAO if not already done
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if (!this.fullscreenQuadVAO) {
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if (!this.fullscreenQuadVAO) {
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this.initFullscreenQuad();
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this.initFullscreenQuad();
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}
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}
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}
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}
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private initFullscreenQuad() {
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private initFullscreenQuad() {
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const gl = this.gl;
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const gl = this.glContext;
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const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
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const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
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// Handle window resize
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// Handle window resize
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private handleResize = () => {
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private handleResize = () => {
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const gl = this.gl;
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const gl = this.glContext;
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// Update canvas size
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// Update canvas size
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this.canvas.width = window.innerWidth;
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this.canvas.width = window.innerWidth;
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}
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}
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return new Float32Array(offsets);
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return new Float32Array(offsets);
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}
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}
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private cleanupWebGLResources() {
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const gl = this.glContext;
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// Delete textures
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this.textures.forEach((texture) => gl.deleteTexture(texture));
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this.textures = [];
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// Delete framebuffers
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if (this.framebuffer) {
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gl.deleteFramebuffer(this.framebuffer);
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}
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// Delete VAOs
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if (this.fullscreenQuadVAO) {
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gl.deleteVertexArray(this.fullscreenQuadVAO);
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}
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if (this.shapeVAO) {
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gl.deleteVertexArray(this.shapeVAO);
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}
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if (this.jfaProgram) {
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gl.deleteProgram(this.jfaProgram);
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}
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if (this.renderProgram) {
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gl.deleteProgram(this.renderProgram);
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}
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if (this.seedProgram) {
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gl.deleteProgram(this.seedProgram);
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}
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// Clear other references
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this.geometries = null!;
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}
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}
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}
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const jfaVertShader = vert`#version 300 es
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precision highp float;
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in vec2 a_position;
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out vec2 v_texCoord;
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void main() {
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v_texCoord = a_position * 0.5 + 0.5; // Transform to [0, 1] range
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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
|
||||||
|
}`;
|
||||||
|
|
|
||||||
|
|
@ -60,4 +60,16 @@ export class WebGLUtils {
|
||||||
parent.appendChild(canvas);
|
parent.appendChild(canvas);
|
||||||
return { gl, 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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue