This commit is contained in:
Orion Reed 2024-12-14 14:21:03 -05:00
parent 3689f2f024
commit 2ffe6360a4
2 changed files with 155 additions and 83 deletions

View File

@ -15,21 +15,25 @@ export class FolkDistanceField extends FolkBaseSet {
static readonly MAX_DISTANCE = 99999.0;
private textures: WebGLTexture[] = [];
private texturesEven: WebGLTexture[] = [];
private texturesOdd: WebGLTexture[] = [];
private canvas!: HTMLCanvasElement;
private glContext!: WebGL2RenderingContext;
private framebuffer!: WebGLFramebuffer;
private fullscreenQuadVAO!: WebGLVertexArrayObject;
private shapeVAO!: WebGLVertexArrayObject;
private shapeVAOEven!: WebGLVertexArrayObject;
private shapeVAOOdd!: WebGLVertexArrayObject;
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 positionBuffer: WebGLBuffer | null = null;
private positionBufferEven: WebGLBuffer | null = null;
private positionBufferOdd: WebGLBuffer | null = null;
private isPingTexture: boolean = true;
private isPingTextureEven: boolean = true;
private isPingTextureOdd: boolean = true;
connectedCallback() {
super.connectedCallback();
@ -59,6 +63,12 @@ export class FolkDistanceField extends FolkBaseSet {
this.canvas = canvas;
this.renderRoot.prepend(canvas);
this.glContext = gl;
// Create framebuffer object
this.framebuffer = gl.createFramebuffer();
if (!this.framebuffer) {
throw new Error('Failed to create framebuffer.');
}
}
/**
@ -84,27 +94,32 @@ export class FolkDistanceField extends FolkBaseSet {
/**
* Initializes textures and framebuffer for ping-pong rendering.
* Ping-pong textures are used to alternate between reading and writing textures in multi-pass algorithms.
* Now supports separate textures for even and odd distance fields.
*/
private initPingPongTextures() {
// Initialize textures for even distance field
this.texturesEven = this.createPingPongTextures();
// Initialize textures for odd distance field
this.texturesOdd = this.createPingPongTextures();
}
/**
* Utility method to create ping-pong textures.
*/
private createPingPongTextures(): WebGLTexture[] {
const gl = this.glContext;
const width = this.canvas.width;
const height = this.canvas.height;
// Delete existing textures to prevent memory leaks
for (const texture of this.textures) {
gl.deleteTexture(texture);
}
this.textures = [];
const textures: WebGLTexture[] = [];
// Enable the EXT_color_buffer_half_float extension for high-precision floating-point textures
const ext = gl.getExtension('EXT_color_buffer_half_float');
if (!ext) {
console.error('EXT_color_buffer_half_float extension is not supported.');
return;
return textures;
}
// Create two textures for ping-pong rendering
for (let i = 0; i < 2; i++) {
const texture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, texture);
@ -118,29 +133,20 @@ export class FolkDistanceField extends FolkBaseSet {
// Use high-precision format for accurate distance calculations
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null);
this.textures.push(texture);
textures.push(texture);
}
// Create or reuse the framebuffer
if (!this.framebuffer) {
this.framebuffer = gl.createFramebuffer()!;
}
// Check if framebuffer is complete
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.error('Framebuffer is not complete:', status);
return;
}
return textures;
}
/**
* Initializes rendering of seed points (shapes) into a texture.
* Seed points are the starting locations for distance calculations.
* Initializes rendering of seed points (shapes) into textures.
* Separates seed points into even and odd groups.
*/
private populateSeedPoints() {
const gl = this.glContext;
const positions: number[] = [];
const positionsEven: number[] = [];
const positionsOdd: number[] = [];
const containerWidth = this.clientWidth;
const containerHeight = this.clientHeight;
@ -177,7 +183,7 @@ export class FolkDistanceField extends FolkBaseSet {
const shapeID = index + 1; // Avoid zero to prevent hash function issues
// Represent each rectangle as two triangles, including shapeID as the z component
positions.push(
const rectPositions = [
x1,
y1,
shapeID,
@ -196,39 +202,78 @@ export class FolkDistanceField extends FolkBaseSet {
shapeID,
x4,
y4,
shapeID
);
shapeID,
];
if (index % 2 === 0) {
// Even index
positionsEven.push(...rectPositions);
} else {
// Odd index
positionsOdd.push(...rectPositions);
}
});
if (!this.shapeVAO) {
this.shapeVAO = gl.createVertexArray()!;
gl.bindVertexArray(this.shapeVAO);
this.positionBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.DYNAMIC_DRAW);
// Initialize buffers and VAOs for even seed points
if (!this.shapeVAOEven) {
this.shapeVAOEven = gl.createVertexArray()!;
gl.bindVertexArray(this.shapeVAOEven);
this.positionBufferEven = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBufferEven);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positionsEven), gl.DYNAMIC_DRAW);
const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
} else {
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer!);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(positions));
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBufferEven!);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(positionsEven));
}
// Render the seed points into the texture
this.renderSeedPoints();
// Initialize buffers and VAOs for odd seed points
if (!this.shapeVAOOdd) {
this.shapeVAOOdd = gl.createVertexArray()!;
gl.bindVertexArray(this.shapeVAOOdd);
this.positionBufferOdd = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBufferOdd);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positionsOdd), gl.DYNAMIC_DRAW);
const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
gl.enableVertexAttribArray(positionLocation);
gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
} else {
gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBufferOdd!);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, new Float32Array(positionsOdd));
}
// Render the seed points into the textures
this.renderSeedPoints(positionsEven.length / 3, positionsOdd.length / 3);
}
/**
* Renders the seed points (shapes) into one of the ping-pong textures.
* This serves as the initial state for the Jump Flooding Algorithm.
* Renders the seed points (shapes) into their respective textures for both even and odd groups.
*/
private renderSeedPoints() {
private renderSeedPoints(vertexCountEven: number, vertexCountOdd: number) {
// Render even seed points
this.renderSeedPointsForGroup(
this.shapeVAOEven,
this.texturesEven[this.isPingTextureEven ? 0 : 1],
vertexCountEven
);
// Render odd seed points
this.renderSeedPointsForGroup(this.shapeVAOOdd, this.texturesOdd[this.isPingTextureOdd ? 0 : 1], vertexCountOdd);
}
/**
* Utility method to render seed points for a given group.
*/
private renderSeedPointsForGroup(vao: WebGLVertexArrayObject, seedTexture: WebGLTexture, vertexCount: number) {
const gl = this.glContext;
// Bind framebuffer to render to the seed texture
const seedTexture = this.textures[this.isPingTexture ? 0 : 1];
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, seedTexture, 0);
@ -245,24 +290,31 @@ export class FolkDistanceField extends FolkBaseSet {
gl.uniform2f(canvasSizeLocation, this.canvas.width, this.canvas.height);
// Bind VAO and draw shapes
gl.bindVertexArray(this.shapeVAO);
gl.drawArrays(gl.TRIANGLES, 0, this.sourcesMap.size * 6);
// Unbind VAO and framebuffer
gl.bindVertexArray(vao);
gl.drawArrays(gl.TRIANGLES, 0, vertexCount);
gl.bindVertexArray(null);
// Unbind framebuffer
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.
* Executes the Jump Flooding Algorithm (JFA) separately for even and odd distance fields.
*/
private runJumpFloodingAlgorithm() {
// Compute initial step size
let stepSize = 1 << Math.floor(Math.log2(Math.max(this.canvas.width, this.canvas.height)));
// Perform passes with decreasing step sizes
for (; stepSize >= 1; stepSize >>= 1) {
this.renderPass(stepSize);
// Perform passes with decreasing step sizes for even distance field
for (let size = stepSize; size >= 1; size >>= 1) {
this.renderPass(size, this.texturesEven, this.isPingTextureEven);
this.isPingTextureEven = !this.isPingTextureEven;
}
// Perform passes with decreasing step sizes for odd distance field
for (let size = stepSize; size >= 1; size >>= 1) {
this.renderPass(size, this.texturesOdd, this.isPingTextureOdd);
this.isPingTextureOdd = !this.isPingTextureOdd;
}
// Render the final result to the screen
@ -270,16 +322,14 @@ export class FolkDistanceField extends FolkBaseSet {
}
/**
* 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.
* Performs a single pass of the Jump Flooding Algorithm with a given step size for a specific distance field.
*/
private renderPass(stepSize: number) {
private renderPass(stepSize: number, textures: WebGLTexture[], isPingTexture: boolean) {
const gl = this.glContext;
// Swap textures for ping-pong rendering
const inputTexture = this.isPingTexture ? this.textures[0] : this.textures[1];
const outputTexture = this.isPingTexture ? this.textures[1] : this.textures[0];
const inputTexture = isPingTexture ? textures[0] : textures[1];
const outputTexture = isPingTexture ? textures[1] : textures[0];
// Bind framebuffer to output texture
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
@ -301,12 +351,13 @@ export class FolkDistanceField extends FolkBaseSet {
// Draw a fullscreen quad to process all pixels
this.drawFullscreenQuad();
// Toggle the flag
this.isPingTexture = !this.isPingTexture;
// Unbind framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
/**
* Renders the final distance field to the screen using the render shader program.
* Combines both distance fields using a 'soft merge' function.
*/
private renderToScreen() {
const gl = this.glContext;
@ -318,11 +369,17 @@ export class FolkDistanceField extends FolkBaseSet {
// Use the render shader program
gl.useProgram(this.renderProgram);
// Bind the final texture containing the computed distance field
const finalTexture = this.textures[this.isPingTexture ? 0 : 1];
// Bind the final texture from even distance field
const finalTextureEven = this.texturesEven[this.isPingTextureEven ? 0 : 1];
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, finalTexture);
gl.uniform1i(gl.getUniformLocation(this.renderProgram, 'u_texture'), 0);
gl.bindTexture(gl.TEXTURE_2D, finalTextureEven);
gl.uniform1i(gl.getUniformLocation(this.renderProgram, 'u_textureEven'), 0);
// Bind the final texture from odd distance field
const finalTextureOdd = this.texturesOdd[this.isPingTextureOdd ? 0 : 1];
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, finalTextureOdd);
gl.uniform1i(gl.getUniformLocation(this.renderProgram, 'u_textureOdd'), 1);
// Draw a fullscreen quad to display the result
this.drawFullscreenQuad();
@ -425,8 +482,10 @@ export class FolkDistanceField extends FolkBaseSet {
const gl = this.glContext;
// Delete textures
this.textures.forEach((texture) => gl.deleteTexture(texture));
this.textures = [];
this.texturesEven.forEach((texture) => gl.deleteTexture(texture));
this.texturesEven = [];
this.texturesOdd.forEach((texture) => gl.deleteTexture(texture));
this.texturesOdd = [];
// Delete framebuffer
if (this.framebuffer) {
@ -437,8 +496,11 @@ export class FolkDistanceField extends FolkBaseSet {
if (this.fullscreenQuadVAO) {
gl.deleteVertexArray(this.fullscreenQuadVAO);
}
if (this.shapeVAO) {
gl.deleteVertexArray(this.shapeVAO);
if (this.shapeVAOEven) {
gl.deleteVertexArray(this.shapeVAOEven);
}
if (this.shapeVAOOdd) {
gl.deleteVertexArray(this.shapeVAOOdd);
}
// Delete shader programs
@ -522,7 +584,8 @@ precision mediump float;
in vec2 v_texCoord;
out vec4 outColor;
uniform sampler2D u_texture;
uniform sampler2D u_textureEven;
uniform sampler2D u_textureOdd;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
@ -531,20 +594,31 @@ vec3 hsv2rgb(vec3 c) {
}
void main() {
vec4 texel = texture(u_texture, v_texCoord);
vec4 texelEven = texture(u_textureEven, v_texCoord);
vec4 texelOdd = texture(u_textureOdd, v_texCoord);
// Extract shape ID and distance
float shapeID = texel.z;
float distance = texel.a;
// Extract shape IDs and distances
float shapeIDEven = texelEven.z;
float distanceEven = texelEven.a;
float hue = fract(shapeID * 0.61803398875); // Golden ratio conjugate
vec3 shapeColor = hsv2rgb(vec3(hue, 0.5, 0.95));
float shapeIDOdd = texelOdd.z;
float distanceOdd = texelOdd.a;
// Compute colors for even and odd distance fields
float hueEven = fract(shapeIDEven * 0.61803398875); // Golden ratio conjugate
vec3 colorEven = hsv2rgb(vec3(hueEven, 0.5, 0.95));
// Visualize distance as intensity
float intensity = exp(-distance * 10.0);
float hueOdd = fract(shapeIDOdd * 0.61803398875);
vec3 colorOdd = hsv2rgb(vec3(hueOdd, 0.5, 0.95));
outColor = vec4(shapeColor * intensity, 1.0);
// Apply 'soft merge' function (e.g., weighted average based on distance)
float weightEven = exp(-distanceEven * 10.0);
float weightOdd = exp(-distanceOdd * 10.0);
float totalWeight = weightEven + weightOdd;
vec3 mergedColor = (colorEven * weightEven + colorOdd * weightOdd) / totalWeight;
outColor = vec4(mergedColor, 1.0);
}`;
/**

View File

@ -108,8 +108,6 @@ export class FolkSand extends FolkBaseSet {
}
private initializeSimulation() {
const gl = this.gl;
// Create shaders and programs
this.program = this.createProgramFromStrings({
vertex: vertexShader,