This commit is contained in:
“chrisshank” 2024-12-01 18:40:15 -08:00
commit 1424fb6cac
1 changed files with 193 additions and 118 deletions

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@ -1,7 +1,11 @@
import { frag, vert } from './utils/tags.ts';
import { WebGLUtils } from './utils/webgl.ts';
/** Previously used a CPU-based implementation. https://github.com/folk-canvas/folk-canvas/commit/fdd7fb9d84d93ad665875cad25783c232fd17bcc */
/**
* The DistanceField class calculates a distance field using the Jump Flooding Algorithm (JFA) in WebGL.
* It renders shapes as seed points and computes the distance from each pixel to the nearest seed point.
* Previous CPU-based implementation: github.com/folk-canvas/folk-canvas/commit/fdd7fb9d84d93ad665875cad25783c232fd17bcc
*/
export class DistanceField extends HTMLElement {
static tagName = 'distance-field';
@ -15,18 +19,20 @@ export class DistanceField extends HTMLElement {
private fullscreenQuadVAO!: WebGLVertexArrayObject;
private shapeVAO!: WebGLVertexArrayObject;
private jfaProgram!: WebGLProgram; // Jump Flooding Algorithm shader program
private renderProgram!: WebGLProgram; // Final rendering shader program
private seedProgram!: WebGLProgram; // Seed point shader program
private jfaProgram!: WebGLProgram; // Shader program for the Jump Flooding Algorithm
private renderProgram!: WebGLProgram; // Shader program for final rendering
private seedProgram!: WebGLProgram; // Shader program for rendering seed points
private static readonly MAX_DISTANCE = 99999.0;
constructor() {
super();
// Collect all geometry elements to process
this.geometries = document.querySelectorAll('fc-geometry');
const { gl, canvas } = WebGLUtils.createWebGLCanvas(window.innerWidth, window.innerHeight, this);
// Initialize WebGL context and canvas
const { gl, canvas } = WebGLUtils.createWebGLCanvas(this.clientWidth, this.clientHeight, this);
if (!gl || !canvas) {
console.error('Failed to initialize WebGL context.');
@ -36,16 +42,16 @@ export class DistanceField extends HTMLElement {
this.canvas = canvas;
this.glContext = gl;
// Initialize shaders
// Initialize shader programs
this.initShaders();
// Initialize textures and framebuffer for ping-pong rendering
this.initPingPongTextures();
// Initialize seed point rendering
// Render seed points (shapes) into the texture
this.initSeedPointRendering();
// Start the JFA process
// Start the Jump Flooding Algorithm
this.runJFA();
}
@ -70,17 +76,27 @@ export class DistanceField extends HTMLElement {
this.cleanupWebGLResources();
}
/**
* Handles updates to geometry elements by re-initializing seed points and rerunning the JFA.
*/
private handleGeometryUpdate = () => {
this.initSeedPointRendering();
this.runJFA();
};
/**
* Initializes all shader programs used in rendering.
*/
private initShaders() {
this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, jfaVertShader, jfaFragShader);
this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertexShaderSource, seedFragmentShaderSource);
this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, renderVertShader, renderFragShader);
this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, jfaFragShader);
this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, renderFragShader);
this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertShader, seedFragShader);
}
/**
* Initializes textures and framebuffer for ping-pong rendering.
* Ping-pong textures are used to alternate between reading and writing textures in multi-pass algorithms.
*/
private initPingPongTextures() {
const gl = this.glContext;
const width = this.canvas.width;
@ -92,13 +108,14 @@ export class DistanceField extends HTMLElement {
}
this.textures = [];
// Enable the EXT_color_buffer_float extension
// Enable the EXT_color_buffer_float extension for high-precision floating-point textures
const ext = gl.getExtension('EXT_color_buffer_float');
if (!ext) {
console.error('EXT_color_buffer_float extension is not supported.');
return;
}
// Create two textures for ping-pong rendering
for (let i = 0; i < 2; i++) {
const texture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, texture);
@ -109,11 +126,11 @@ export class DistanceField extends HTMLElement {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// Use gl.RGBA32F and gl.FLOAT for higher precision
// Use high-precision format for accurate distance calculations
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA32F, // Internal format
gl.RGBA32F, // Internal format: 32-bit floating point per channel
width,
height,
0,
@ -125,27 +142,31 @@ export class DistanceField extends HTMLElement {
this.textures.push(texture);
}
// Reuse existing framebuffer
// Create or reuse the framebuffer
if (!this.framebuffer) {
this.framebuffer = gl.createFramebuffer()!;
}
}
/**
* Initializes rendering of seed points (shapes) into a texture.
* Seed points are the starting locations for distance calculations.
*/
private initSeedPointRendering() {
const gl = this.glContext;
// Set up VAO and buffer for shapes
// Set up Vertex Array Object (VAO) and buffer for shapes
this.shapeVAO = gl.createVertexArray()!;
gl.bindVertexArray(this.shapeVAO);
const positionBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Collect positions and shape IDs for all shapes
// Collect positions and assign unique IDs to all shapes
const positions: number[] = [];
this.geometries.forEach((geometry, index) => {
const rect = geometry.getBoundingClientRect();
// Convert to Normalized Device Coordinates (NDC)
// Convert DOM coordinates to Normalized Device Coordinates (NDC)
const x1 = (rect.left / window.innerWidth) * 2 - 1;
const y1 = -((rect.top / window.innerHeight) * 2 - 1);
const x2 = (rect.right / window.innerWidth) * 2 - 1;
@ -153,7 +174,7 @@ export class DistanceField extends HTMLElement {
const shapeID = index + 1; // Avoid zero to prevent hash function issues
// Two triangles per rectangle, include shapeID as z component
// Represent each rectangle as two triangles, including shapeID as the z component
positions.push(
x1,
y1,
@ -177,8 +198,10 @@ export class DistanceField extends HTMLElement {
);
});
// Upload positions to the GPU
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
// Configure vertex attributes
gl.useProgram(this.seedProgram);
const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
gl.enableVertexAttribArray(positionLocation);
@ -190,6 +213,10 @@ export class DistanceField extends HTMLElement {
this.renderSeedPoints();
}
/**
* Renders the seed points (shapes) into one of the ping-pong textures.
* This serves as the initial state for the Jump Flooding Algorithm.
*/
private renderSeedPoints() {
const gl = this.glContext;
@ -203,7 +230,7 @@ export class DistanceField extends HTMLElement {
gl.clearColor(0.0, 0.0, 0.0, DistanceField.MAX_DISTANCE);
gl.clear(gl.COLOR_BUFFER_BIT);
// Use seed shader program
// Use the seed shader program
gl.useProgram(this.seedProgram);
// Set the canvas size uniform
@ -219,20 +246,31 @@ export class DistanceField extends HTMLElement {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
/**
* Executes the Jump Flooding Algorithm (JFA) to compute the distance field.
* It progressively reduces step sizes to refine the distance calculations.
*/
private runJFA() {
const maxDimension = Math.max(this.canvas.width, this.canvas.height);
let stepSize = Math.pow(2, Math.floor(Math.log2(maxDimension)));
const minStepSize = 1;
// Perform passes with decreasing step sizes
while (stepSize >= minStepSize) {
this.renderPass(stepSize);
stepSize = Math.floor(stepSize / 2);
}
// Render the final result to the screen
this.renderToScreen();
}
/**
* Performs a single pass of the Jump Flooding Algorithm with a given step size.
* This involves sampling neighboring pixels at the current step size.
* @param stepSize The current step size for this pass.
*/
private renderPass(stepSize: number) {
const gl = this.glContext;
@ -244,48 +282,57 @@ export class DistanceField extends HTMLElement {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
// Use shader program
// Use the JFA shader program
gl.useProgram(this.jfaProgram);
// Compute and set the offsets uniform
// Compute and set the offsets uniform for neighboring pixels
const offsets = this.computeOffsets(stepSize);
const offsetsLocation = gl.getUniformLocation(this.jfaProgram, 'u_offsets');
gl.uniform2fv(offsetsLocation, offsets);
// Bind input texture
// Bind input texture containing the previous step's results
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, inputTexture);
gl.uniform1i(gl.getUniformLocation(this.jfaProgram, 'u_previousTexture'), 0);
// Draw a fullscreen quad to process all pixels
this.drawFullscreenQuad();
// Swap ping-pong index
// Swap ping-pong index for the next pass
this.pingPongIndex++;
}
/**
* Renders the final distance field to the screen using the render shader program.
*/
private renderToScreen() {
const gl = this.glContext;
// Unbind framebuffer to render to the canvas
// Unbind framebuffer to render directly to the canvas
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
// Use display shader program
// Use the render shader program
gl.useProgram(this.renderProgram);
// Bind the final texture
// Bind the final texture containing the computed distance field
const finalTexture = this.textures[this.pingPongIndex % 2];
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, finalTexture);
gl.uniform1i(gl.getUniformLocation(this.renderProgram, 'u_texture'), 0);
// Draw a fullscreen quad
// Draw a fullscreen quad to display the result
this.drawFullscreenQuad();
}
/**
* Draws a fullscreen quad to cover the entire canvas.
* This is used in shader passes where every pixel needs to be processed.
*/
private drawFullscreenQuad() {
const gl = this.glContext;
// Initialize the quad geometry if it hasn't been done yet
if (!this.fullscreenQuadVAO) {
this.initFullscreenQuad();
}
@ -295,9 +342,13 @@ export class DistanceField extends HTMLElement {
gl.bindVertexArray(null);
}
/**
* Initializes the geometry and buffers for the fullscreen quad.
*/
private initFullscreenQuad() {
const gl = this.glContext;
// Define positions for a quad covering the entire screen
const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
this.fullscreenQuadVAO = gl.createVertexArray()!;
@ -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
@ -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)
}`;