Merge branch 'main' of https://github.com/folk-canvas/folk-canvas
This commit is contained in:
commit
1424fb6cac
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@ -1,7 +1,11 @@
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import { frag, vert } from './utils/tags.ts';
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import { WebGLUtils } from './utils/webgl.ts';
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/** Previously used a CPU-based implementation. https://github.com/folk-canvas/folk-canvas/commit/fdd7fb9d84d93ad665875cad25783c232fd17bcc */
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/**
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* The DistanceField class calculates a distance field using the Jump Flooding Algorithm (JFA) in WebGL.
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* It renders shapes as seed points and computes the distance from each pixel to the nearest seed point.
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* Previous CPU-based implementation: github.com/folk-canvas/folk-canvas/commit/fdd7fb9d84d93ad665875cad25783c232fd17bcc
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*/
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export class DistanceField extends HTMLElement {
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static tagName = 'distance-field';
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@ -15,18 +19,20 @@ export class DistanceField extends HTMLElement {
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private fullscreenQuadVAO!: WebGLVertexArrayObject;
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private shapeVAO!: WebGLVertexArrayObject;
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private jfaProgram!: WebGLProgram; // Jump Flooding Algorithm 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 jfaProgram!: WebGLProgram; // Shader program for the Jump Flooding Algorithm
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private renderProgram!: WebGLProgram; // Shader program for final rendering
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private seedProgram!: WebGLProgram; // Shader program for rendering seed points
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private static readonly MAX_DISTANCE = 99999.0;
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constructor() {
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super();
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// Collect all geometry elements to process
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this.geometries = document.querySelectorAll('fc-geometry');
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const { gl, canvas } = WebGLUtils.createWebGLCanvas(window.innerWidth, window.innerHeight, this);
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// Initialize WebGL context and canvas
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const { gl, canvas } = WebGLUtils.createWebGLCanvas(this.clientWidth, this.clientHeight, this);
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if (!gl || !canvas) {
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console.error('Failed to initialize WebGL context.');
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@ -36,16 +42,16 @@ export class DistanceField extends HTMLElement {
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this.canvas = canvas;
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this.glContext = gl;
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// Initialize shaders
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// Initialize shader programs
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this.initShaders();
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// Initialize textures and framebuffer for ping-pong rendering
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this.initPingPongTextures();
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// Initialize seed point rendering
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// Render seed points (shapes) into the texture
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this.initSeedPointRendering();
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// Start the JFA process
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// Start the Jump Flooding Algorithm
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this.runJFA();
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}
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@ -70,17 +76,27 @@ export class DistanceField extends HTMLElement {
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this.cleanupWebGLResources();
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}
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/**
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* Handles updates to geometry elements by re-initializing seed points and rerunning the JFA.
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*/
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private handleGeometryUpdate = () => {
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this.initSeedPointRendering();
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this.runJFA();
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};
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/**
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* Initializes all shader programs used in rendering.
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*/
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private initShaders() {
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this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, jfaVertShader, jfaFragShader);
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this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertexShaderSource, seedFragmentShaderSource);
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this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, renderVertShader, renderFragShader);
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this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, jfaFragShader);
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this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, renderFragShader);
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this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertShader, seedFragShader);
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}
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/**
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* Initializes textures and framebuffer for ping-pong rendering.
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* Ping-pong textures are used to alternate between reading and writing textures in multi-pass algorithms.
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*/
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private initPingPongTextures() {
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const gl = this.glContext;
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const width = this.canvas.width;
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@ -92,13 +108,14 @@ export class DistanceField extends HTMLElement {
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}
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this.textures = [];
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// Enable the EXT_color_buffer_float extension
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// Enable the EXT_color_buffer_float extension for high-precision floating-point textures
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const ext = gl.getExtension('EXT_color_buffer_float');
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if (!ext) {
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console.error('EXT_color_buffer_float extension is not supported.');
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return;
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}
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// Create two textures for ping-pong rendering
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for (let i = 0; i < 2; i++) {
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const texture = gl.createTexture()!;
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gl.bindTexture(gl.TEXTURE_2D, texture);
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@ -109,11 +126,11 @@ export class DistanceField extends HTMLElement {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// Use gl.RGBA32F and gl.FLOAT for higher precision
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// Use high-precision format for accurate distance calculations
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RGBA32F, // Internal format
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gl.RGBA32F, // Internal format: 32-bit floating point per channel
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width,
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height,
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0,
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@ -125,27 +142,31 @@ export class DistanceField extends HTMLElement {
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this.textures.push(texture);
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}
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// Reuse existing framebuffer
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// Create or reuse the framebuffer
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if (!this.framebuffer) {
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this.framebuffer = gl.createFramebuffer()!;
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}
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}
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/**
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* Initializes rendering of seed points (shapes) into a texture.
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* Seed points are the starting locations for distance calculations.
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*/
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private initSeedPointRendering() {
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const gl = this.glContext;
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// Set up VAO and buffer for shapes
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// Set up Vertex Array Object (VAO) and buffer for shapes
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this.shapeVAO = gl.createVertexArray()!;
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gl.bindVertexArray(this.shapeVAO);
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const positionBuffer = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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// Collect positions and shape IDs for all shapes
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// Collect positions and assign unique IDs to all shapes
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const positions: number[] = [];
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this.geometries.forEach((geometry, index) => {
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const rect = geometry.getBoundingClientRect();
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// Convert to Normalized Device Coordinates (NDC)
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// Convert DOM coordinates to Normalized Device Coordinates (NDC)
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const x1 = (rect.left / window.innerWidth) * 2 - 1;
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const y1 = -((rect.top / window.innerHeight) * 2 - 1);
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const x2 = (rect.right / window.innerWidth) * 2 - 1;
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@ -153,7 +174,7 @@ export class DistanceField extends HTMLElement {
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const shapeID = index + 1; // Avoid zero to prevent hash function issues
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// Two triangles per rectangle, include shapeID as z component
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// Represent each rectangle as two triangles, including shapeID as the z component
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positions.push(
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x1,
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y1,
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@ -177,8 +198,10 @@ export class DistanceField extends HTMLElement {
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);
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});
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// Upload positions to the GPU
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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// Configure vertex attributes
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gl.useProgram(this.seedProgram);
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const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
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gl.enableVertexAttribArray(positionLocation);
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@ -190,6 +213,10 @@ export class DistanceField extends HTMLElement {
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this.renderSeedPoints();
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}
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/**
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* Renders the seed points (shapes) into one of the ping-pong textures.
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* This serves as the initial state for the Jump Flooding Algorithm.
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*/
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private renderSeedPoints() {
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const gl = this.glContext;
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@ -203,7 +230,7 @@ export class DistanceField extends HTMLElement {
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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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// Use seed shader program
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// Use the seed shader program
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gl.useProgram(this.seedProgram);
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// Set the canvas size uniform
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@ -219,20 +246,31 @@ export class DistanceField extends HTMLElement {
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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}
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/**
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* Executes the Jump Flooding Algorithm (JFA) to compute the distance field.
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* It progressively reduces step sizes to refine the distance calculations.
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*/
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private runJFA() {
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const maxDimension = Math.max(this.canvas.width, this.canvas.height);
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let stepSize = Math.pow(2, Math.floor(Math.log2(maxDimension)));
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const minStepSize = 1;
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// Perform passes with decreasing step sizes
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while (stepSize >= minStepSize) {
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this.renderPass(stepSize);
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stepSize = Math.floor(stepSize / 2);
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}
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// Render the final result to the screen
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this.renderToScreen();
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}
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/**
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* Performs a single pass of the Jump Flooding Algorithm with a given step size.
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* This involves sampling neighboring pixels at the current step size.
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* @param stepSize The current step size for this pass.
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*/
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private renderPass(stepSize: number) {
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const gl = this.glContext;
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@ -244,48 +282,57 @@ export class DistanceField extends HTMLElement {
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
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// Use shader program
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// Use the JFA shader program
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gl.useProgram(this.jfaProgram);
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// Compute and set the offsets uniform
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// Compute and set the offsets uniform for neighboring pixels
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const offsets = this.computeOffsets(stepSize);
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const offsetsLocation = gl.getUniformLocation(this.jfaProgram, 'u_offsets');
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gl.uniform2fv(offsetsLocation, offsets);
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// Bind input texture
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// Bind input texture containing the previous step's results
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gl.activeTexture(gl.TEXTURE0);
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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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// Draw a fullscreen quad to process all pixels
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this.drawFullscreenQuad();
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// Swap ping-pong index
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// Swap ping-pong index for the next pass
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this.pingPongIndex++;
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}
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/**
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* Renders the final distance field to the screen using the render shader program.
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*/
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private renderToScreen() {
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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 directly to the canvas
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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// Use display shader program
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// Use the render shader program
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gl.useProgram(this.renderProgram);
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// Bind the final texture
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// Bind the final texture containing the computed distance field
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const finalTexture = this.textures[this.pingPongIndex % 2];
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, finalTexture);
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gl.uniform1i(gl.getUniformLocation(this.renderProgram, 'u_texture'), 0);
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// Draw a fullscreen quad
|
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// Draw a fullscreen quad to display the result
|
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this.drawFullscreenQuad();
|
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}
|
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|
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/**
|
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* Draws a fullscreen quad to cover the entire canvas.
|
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* This is used in shader passes where every pixel needs to be processed.
|
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*/
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private drawFullscreenQuad() {
|
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const gl = this.glContext;
|
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// Initialize the quad geometry if it hasn't been done yet
|
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if (!this.fullscreenQuadVAO) {
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this.initFullscreenQuad();
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}
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@ -295,9 +342,13 @@ export class DistanceField extends HTMLElement {
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gl.bindVertexArray(null);
|
||||
}
|
||||
|
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/**
|
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* Initializes the geometry and buffers for the fullscreen quad.
|
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*/
|
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private initFullscreenQuad() {
|
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const gl = this.glContext;
|
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|
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// Define positions for a quad covering the entire screen
|
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const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
|
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|
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this.fullscreenQuadVAO = gl.createVertexArray()!;
|
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|
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@ -311,7 +362,7 @@ export class DistanceField extends HTMLElement {
|
|||
gl.enableVertexAttribArray(positionAttributeLocation);
|
||||
gl.vertexAttribPointer(
|
||||
positionAttributeLocation,
|
||||
2, // size
|
||||
2, // size (x, y)
|
||||
gl.FLOAT, // type
|
||||
false, // normalize
|
||||
0, // stride
|
||||
|
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@ -321,11 +372,14 @@ export class DistanceField extends HTMLElement {
|
|||
gl.bindVertexArray(null);
|
||||
}
|
||||
|
||||
// Handle window resize
|
||||
/**
|
||||
* Handles window resize events by updating canvas size, re-initializing textures and seed points,
|
||||
* and rerunning the Jump Flooding Algorithm.
|
||||
*/
|
||||
private handleResize = () => {
|
||||
const gl = this.glContext;
|
||||
|
||||
// Update canvas size
|
||||
// Update canvas size to match the window
|
||||
this.canvas.width = window.innerWidth;
|
||||
this.canvas.height = window.innerHeight;
|
||||
|
||||
|
|
@ -338,10 +392,16 @@ export class DistanceField extends HTMLElement {
|
|||
// Re-initialize seed point rendering to update positions
|
||||
this.initSeedPointRendering();
|
||||
|
||||
// Rerun JFA
|
||||
// Rerun the Jump Flooding Algorithm with the new sizes
|
||||
this.runJFA();
|
||||
};
|
||||
|
||||
/**
|
||||
* Computes the offsets to sample neighboring pixels based on the current step size.
|
||||
* These offsets are used in the JFA shader to determine where to look for potential nearer seed points.
|
||||
* @param stepSize The current step size for neighbor sampling.
|
||||
* @returns A Float32Array of offsets.
|
||||
*/
|
||||
private computeOffsets(stepSize: number): Float32Array {
|
||||
const offsets: number[] = [];
|
||||
for (let y = -1; y <= 1; y++) {
|
||||
|
|
@ -352,6 +412,10 @@ export class DistanceField extends HTMLElement {
|
|||
return new Float32Array(offsets);
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleans up WebGL resources to prevent memory leaks.
|
||||
* This is called when the element is disconnected from the DOM.
|
||||
*/
|
||||
private cleanupWebGLResources() {
|
||||
const gl = this.glContext;
|
||||
|
||||
|
|
@ -359,7 +423,7 @@ export class DistanceField extends HTMLElement {
|
|||
this.textures.forEach((texture) => gl.deleteTexture(texture));
|
||||
this.textures = [];
|
||||
|
||||
// Delete framebuffers
|
||||
// Delete framebuffer
|
||||
if (this.framebuffer) {
|
||||
gl.deleteFramebuffer(this.framebuffer);
|
||||
}
|
||||
|
|
@ -372,6 +436,7 @@ export class DistanceField extends HTMLElement {
|
|||
gl.deleteVertexArray(this.shapeVAO);
|
||||
}
|
||||
|
||||
// Delete shader programs
|
||||
if (this.jfaProgram) {
|
||||
gl.deleteProgram(this.jfaProgram);
|
||||
}
|
||||
|
|
@ -387,118 +452,128 @@ export class DistanceField extends HTMLElement {
|
|||
}
|
||||
}
|
||||
|
||||
const jfaVertShader = vert`#version 300 es
|
||||
precision highp float;
|
||||
in vec2 a_position;
|
||||
out vec2 v_texCoord;
|
||||
/**
|
||||
* Vertex shader shared by multiple programs.
|
||||
* Transforms vertices to normalized device coordinates and passes texture coordinates to the fragment shader.
|
||||
*/
|
||||
const commonVertShader = 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);
|
||||
}`;
|
||||
void main() {
|
||||
v_texCoord = a_position * 0.5 + 0.5; // Transform to [0, 1] range
|
||||
gl_Position = vec4(a_position, 0.0, 1.0);
|
||||
}`;
|
||||
|
||||
/**
|
||||
* Fragment shader for the Jump Flooding Algorithm.
|
||||
* Updates the nearest seed point and distance for each pixel by examining neighboring pixels.
|
||||
*/
|
||||
const jfaFragShader = frag`#version 300 es
|
||||
precision highp float;
|
||||
precision mediump int;
|
||||
precision highp float;
|
||||
precision mediump int;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
out vec4 outColor;
|
||||
in vec2 v_texCoord;
|
||||
out vec4 outColor;
|
||||
|
||||
uniform sampler2D u_previousTexture;
|
||||
uniform vec2 u_offsets[9];
|
||||
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);
|
||||
void main() {
|
||||
// Retrieve the current pixel's nearest seed point and distance
|
||||
vec4 nearest = texture(u_previousTexture, v_texCoord);
|
||||
|
||||
// Initialize minDist with the current distance
|
||||
float minDist = nearest.a;
|
||||
// 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];
|
||||
// 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));
|
||||
// Clamp sampleCoord to [0, 1] to prevent sampling outside the texture
|
||||
sampleCoord = clamp(sampleCoord, vec2(0.0), vec2(1.0));
|
||||
|
||||
vec4 sampled = texture(u_previousTexture, sampleCoord);
|
||||
vec4 sampled = texture(u_previousTexture, sampleCoord);
|
||||
|
||||
if (sampled.z == 0.0) {
|
||||
continue; // Skip background pixels
|
||||
}
|
||||
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);
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
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);
|
||||
}`;
|
||||
// Output the nearest seed point and updated distance
|
||||
outColor = nearest;
|
||||
}`;
|
||||
|
||||
/**
|
||||
* Fragment shader for rendering the final distance field.
|
||||
* Converts distances to colors for visualization.
|
||||
*/
|
||||
const renderFragShader = frag`#version 300 es
|
||||
precision highp float;
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
out vec4 outColor;
|
||||
in vec2 v_texCoord;
|
||||
out vec4 outColor;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
void main() {
|
||||
vec4 texel = texture(u_texture, v_texCoord);
|
||||
void main() {
|
||||
vec4 texel = texture(u_texture, v_texCoord);
|
||||
|
||||
// Extract shape ID and distance
|
||||
float shapeID = texel.z;
|
||||
float distance = texel.a;
|
||||
// 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)
|
||||
);
|
||||
// Generate a hash-based color for each 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);
|
||||
// Visualize distance as intensity
|
||||
float intensity = exp(-distance * 10.0);
|
||||
|
||||
outColor = vec4(shapeColor * intensity, 1.0);
|
||||
}`;
|
||||
outColor = vec4(shapeColor * intensity, 1.0);
|
||||
}`;
|
||||
|
||||
// Shader sources for seed point rendering
|
||||
const seedVertexShaderSource = vert`#version 300 es
|
||||
precision highp float;
|
||||
/**
|
||||
* Vertex shader for rendering seed points.
|
||||
* Outputs the shape ID to the fragment shader.
|
||||
*/
|
||||
const seedVertShader = vert`#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec3 a_position; // x, y, shapeID
|
||||
flat out float v_shapeID;
|
||||
in vec3 a_position; // x, y position and shapeID as z
|
||||
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
|
||||
}`;
|
||||
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;
|
||||
/**
|
||||
* Fragment shader for rendering seed points.
|
||||
* Initializes the texture with seed point positions and shape IDs.
|
||||
*/
|
||||
const seedFragShader = frag`#version 300 es
|
||||
precision highp float;
|
||||
|
||||
flat in float v_shapeID;
|
||||
uniform vec2 u_canvasSize;
|
||||
flat in float v_shapeID;
|
||||
uniform vec2 u_canvasSize;
|
||||
|
||||
out vec4 outColor;
|
||||
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
|
||||
}`;
|
||||
void main() {
|
||||
vec2 seedCoord = gl_FragCoord.xy / u_canvasSize;
|
||||
outColor = vec4(seedCoord, v_shapeID, 0.0); // Seed coords (x, y), shape ID (z), initial distance (a)
|
||||
}`;
|
||||
|
|
|
|||
Loading…
Reference in New Issue