Merge branch 'main' of https://github.com/folk-canvas/folk-canvas
This commit is contained in:
commit
5f21c65baa
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@ -13,6 +13,7 @@
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min-height: 100%;
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position: relative;
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margin: 0;
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overscroll-behavior: none;
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}
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fc-geometry {
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@ -1,38 +1,40 @@
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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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export class DistanceField extends HTMLElement {
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static tagName = 'distance-field';
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static define() {
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customElements.define(this.tagName, this);
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}
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private geometries: NodeListOf<Element>;
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private textures: WebGLTexture[] = [];
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private pingPongIndex: number = 0;
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private offsets!: Float32Array;
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private canvas!: HTMLCanvasElement;
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private gl!: WebGL2RenderingContext;
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private program!: WebGLProgram;
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private displayProgram!: WebGLProgram;
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private seedProgram!: WebGLProgram;
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private glContext!: WebGL2RenderingContext;
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private framebuffer!: WebGLFramebuffer;
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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 static readonly MAX_DISTANCE = 99999.0;
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constructor() {
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super();
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this.geometries = document.querySelectorAll('fc-geometry');
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const { gl } = this.createWebGLCanvas(window.innerWidth, window.innerHeight);
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const { gl, canvas } = WebGLUtils.createWebGLCanvas(window.innerWidth, window.innerHeight, this);
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if (!gl) {
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if (!gl || !canvas) {
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console.error('Failed to initialize WebGL context.');
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return;
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}
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this.gl = gl;
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this.canvas = canvas;
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this.glContext = gl;
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// Initialize shaders
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this.initShaders();
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@ -47,9 +49,12 @@ export class DistanceField extends HTMLElement {
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this.runJFA();
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}
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// Lifecycle hooks
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static define() {
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customElements.define(this.tagName, this);
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}
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connectedCallback() {
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// Update distance field when geometries move or resize
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window.addEventListener('resize', this.handleResize);
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this.geometries.forEach((geometry) => {
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geometry.addEventListener('move', this.handleGeometryUpdate);
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geometry.addEventListener('resize', this.handleGeometryUpdate);
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@ -57,193 +62,36 @@ export class DistanceField extends HTMLElement {
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}
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disconnectedCallback() {
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// Remove event listeners
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window.removeEventListener('resize', this.handleResize);
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this.geometries.forEach((geometry) => {
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geometry.removeEventListener('move', this.handleGeometryUpdate);
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geometry.removeEventListener('resize', this.handleGeometryUpdate);
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});
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this.cleanupWebGLResources();
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}
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// Handle updates from geometries
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private handleGeometryUpdate = () => {
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// Re-render seed points and rerun JFA
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this.initSeedPointRendering();
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this.runJFA();
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};
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private createWebGLCanvas(width: number, height: number) {
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this.canvas = document.createElement('canvas');
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// Set canvas styles
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this.canvas.style.position = 'absolute';
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this.canvas.style.top = '0';
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this.canvas.style.left = '0';
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this.canvas.style.width = '100%';
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this.canvas.style.height = '100%';
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this.canvas.style.zIndex = '-1';
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this.canvas.width = width;
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this.canvas.height = height;
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// Initialize WebGL2 context
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const gl = this.canvas.getContext('webgl2');
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if (!gl) {
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console.error('WebGL2 is not available.');
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return {};
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}
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this.appendChild(this.canvas);
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return { gl };
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}
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private initShaders() {
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const gl = this.gl;
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// Shader sources
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const vertexShaderSource = 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);
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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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// 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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this.offsets = new Float32Array(offsets);
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// Compile JFA shaders
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const vertexShader = this.createShader(gl.VERTEX_SHADER, vertexShaderSource);
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const fragmentShader = this.createShader(gl.FRAGMENT_SHADER, fragmentShaderSource);
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this.program = this.createProgram(vertexShader, fragmentShader);
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// Compile display shaders
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const displayVertexShader = this.createShader(gl.VERTEX_SHADER, displayVertexShaderSource);
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const displayFragmentShader = this.createShader(gl.FRAGMENT_SHADER, displayFragmentShaderSource);
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this.displayProgram = this.createProgram(displayVertexShader, displayFragmentShader);
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}
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private createShader(type: GLenum, source: string): WebGLShader {
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const gl = this.gl;
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const shader = gl.createShader(type)!;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
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if (!success) {
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console.error('Could not compile shader:', gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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throw new Error('Shader compilation failed');
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}
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return shader;
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}
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private createProgram(vertexShader: WebGLShader, fragmentShader: WebGLShader): WebGLProgram {
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const gl = this.gl;
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const program = gl.createProgram()!;
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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const success = gl.getProgramParameter(program, gl.LINK_STATUS);
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if (!success) {
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console.error('Program failed to link:', gl.getProgramInfoLog(program));
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gl.deleteProgram(program);
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throw new Error('Program linking failed');
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}
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return program;
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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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}
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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 height = this.canvas.height;
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// Delete existing textures to prevent memory leaks
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for (const texture of this.textures) {
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gl.deleteTexture(texture);
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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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const ext = gl.getExtension('EXT_color_buffer_float');
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if (!ext) {
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@ -277,42 +125,14 @@ export class DistanceField extends HTMLElement {
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this.textures.push(texture);
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}
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// Create framebuffer
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this.framebuffer = gl.createFramebuffer()!;
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// Reuse existing 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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private initSeedPointRendering() {
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const gl = this.gl;
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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_resolution;
|
||||
|
||||
out vec4 outColor;
|
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|
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void main() {
|
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vec2 seedCoord = gl_FragCoord.xy / u_resolution;
|
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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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|
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// Compile seed shaders
|
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const seedVertexShader = this.createShader(gl.VERTEX_SHADER, seedVertexShaderSource);
|
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const seedFragmentShader = this.createShader(gl.FRAGMENT_SHADER, seedFragmentShaderSource);
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this.seedProgram = this.createProgram(seedVertexShader, seedFragmentShader);
|
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const gl = this.glContext;
|
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// Set up VAO and buffer for shapes
|
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this.shapeVAO = gl.createVertexArray()!;
|
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|
@ -359,6 +179,7 @@ export class DistanceField extends HTMLElement {
|
|||
|
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
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|
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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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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
|
||||
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@ -370,7 +191,7 @@ export class DistanceField extends HTMLElement {
|
|||
}
|
||||
|
||||
private renderSeedPoints() {
|
||||
const gl = this.gl;
|
||||
const gl = this.glContext;
|
||||
|
||||
// Bind framebuffer to render to the seed texture
|
||||
const seedTexture = this.textures[this.pingPongIndex % 2];
|
||||
|
|
@ -379,14 +200,15 @@ export class DistanceField extends HTMLElement {
|
|||
|
||||
// Clear the texture with a large initial distance
|
||||
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
|
||||
gl.clearColor(0.0, 0.0, 0.0, 99999.0); // Max initial distance
|
||||
gl.clearColor(0.0, 0.0, 0.0, DistanceField.MAX_DISTANCE);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
// Use seed shader program
|
||||
gl.useProgram(this.seedProgram);
|
||||
|
||||
// Set uniforms
|
||||
gl.uniform2f(gl.getUniformLocation(this.seedProgram, 'u_resolution'), this.canvas.width, this.canvas.height);
|
||||
// Set the canvas size uniform
|
||||
const canvasSizeLocation = gl.getUniformLocation(this.seedProgram, 'u_canvasSize');
|
||||
gl.uniform2f(canvasSizeLocation, this.canvas.width, this.canvas.height);
|
||||
|
||||
// Bind VAO and draw shapes
|
||||
gl.bindVertexArray(this.shapeVAO);
|
||||
|
|
@ -412,7 +234,7 @@ export class DistanceField extends HTMLElement {
|
|||
}
|
||||
|
||||
private renderPass(stepSize: number) {
|
||||
const gl = this.gl;
|
||||
const gl = this.glContext;
|
||||
|
||||
// Swap textures for ping-pong rendering
|
||||
const inputTexture = this.textures[this.pingPongIndex % 2];
|
||||
|
|
@ -422,36 +244,19 @@ export class DistanceField extends HTMLElement {
|
|||
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
|
||||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
|
||||
|
||||
// Check framebuffer status
|
||||
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
||||
if (status !== gl.FRAMEBUFFER_COMPLETE) {
|
||||
console.error('Framebuffer is incomplete:', status.toString(16));
|
||||
return;
|
||||
}
|
||||
|
||||
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
// Use shader program
|
||||
gl.useProgram(this.program);
|
||||
gl.useProgram(this.jfaProgram);
|
||||
|
||||
// Adjust offsets based on step size and resolution
|
||||
const adjustedOffsets = [];
|
||||
for (let i = 0; i < this.offsets.length; i += 2) {
|
||||
const offsetX = (this.offsets[i] * stepSize) / this.canvas.width;
|
||||
const offsetY = (this.offsets[i + 1] * stepSize) / this.canvas.height;
|
||||
adjustedOffsets.push(offsetX, offsetY);
|
||||
}
|
||||
|
||||
// Set the offsets uniform
|
||||
const offsetsLocation = gl.getUniformLocation(this.program, 'u_offsets');
|
||||
gl.uniform2fv(offsetsLocation, new Float32Array(adjustedOffsets));
|
||||
// Compute and set the offsets uniform
|
||||
const offsets = this.computeOffsets(stepSize);
|
||||
const offsetsLocation = gl.getUniformLocation(this.jfaProgram, 'u_offsets');
|
||||
gl.uniform2fv(offsetsLocation, offsets);
|
||||
|
||||
// Bind input texture
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, inputTexture);
|
||||
gl.uniform1i(gl.getUniformLocation(this.program, 'u_previousTexture'), 0);
|
||||
gl.uniform1i(gl.getUniformLocation(this.jfaProgram, 'u_previousTexture'), 0);
|
||||
|
||||
// Draw a fullscreen quad
|
||||
this.drawFullscreenQuad();
|
||||
|
||||
// Swap ping-pong index
|
||||
|
|
@ -459,29 +264,28 @@ export class DistanceField extends HTMLElement {
|
|||
}
|
||||
|
||||
private renderToScreen() {
|
||||
const gl = this.gl;
|
||||
const gl = this.glContext;
|
||||
|
||||
// Unbind framebuffer to render to the canvas
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
// Use display shader program
|
||||
gl.useProgram(this.displayProgram);
|
||||
gl.useProgram(this.renderProgram);
|
||||
|
||||
// Bind the final texture
|
||||
const finalTexture = this.textures[this.pingPongIndex % 2];
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, finalTexture);
|
||||
gl.uniform1i(gl.getUniformLocation(this.displayProgram, 'u_texture'), 0);
|
||||
gl.uniform1i(gl.getUniformLocation(this.renderProgram, 'u_texture'), 0);
|
||||
|
||||
// Draw a fullscreen quad
|
||||
this.drawFullscreenQuad();
|
||||
}
|
||||
|
||||
private drawFullscreenQuad() {
|
||||
const gl = this.gl;
|
||||
const gl = this.glContext;
|
||||
|
||||
// Initialize VAO if not already done
|
||||
if (!this.fullscreenQuadVAO) {
|
||||
this.initFullscreenQuad();
|
||||
}
|
||||
|
|
@ -492,7 +296,7 @@ export class DistanceField extends HTMLElement {
|
|||
}
|
||||
|
||||
private initFullscreenQuad() {
|
||||
const gl = this.gl;
|
||||
const gl = this.glContext;
|
||||
|
||||
const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
|
||||
|
||||
|
|
@ -503,7 +307,7 @@ export class DistanceField extends HTMLElement {
|
|||
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
|
||||
|
||||
const positionAttributeLocation = gl.getAttribLocation(this.program, 'a_position');
|
||||
const positionAttributeLocation = gl.getAttribLocation(this.jfaProgram, 'a_position');
|
||||
gl.enableVertexAttribArray(positionAttributeLocation);
|
||||
gl.vertexAttribPointer(
|
||||
positionAttributeLocation,
|
||||
|
|
@ -516,4 +320,185 @@ export class DistanceField extends HTMLElement {
|
|||
|
||||
gl.bindVertexArray(null);
|
||||
}
|
||||
|
||||
// Handle window resize
|
||||
private handleResize = () => {
|
||||
const gl = this.glContext;
|
||||
|
||||
// Update canvas size
|
||||
this.canvas.width = window.innerWidth;
|
||||
this.canvas.height = window.innerHeight;
|
||||
|
||||
// Update the viewport
|
||||
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
// Re-initialize textures with the new dimensions
|
||||
this.initPingPongTextures();
|
||||
|
||||
// Re-initialize seed point rendering to update positions
|
||||
this.initSeedPointRendering();
|
||||
|
||||
// Rerun JFA
|
||||
this.runJFA();
|
||||
};
|
||||
|
||||
private computeOffsets(stepSize: number): Float32Array {
|
||||
const offsets: number[] = [];
|
||||
for (let y = -1; y <= 1; y++) {
|
||||
for (let x = -1; x <= 1; x++) {
|
||||
offsets.push((x * stepSize) / this.canvas.width, (y * stepSize) / this.canvas.height);
|
||||
}
|
||||
}
|
||||
return new Float32Array(offsets);
|
||||
}
|
||||
|
||||
private cleanupWebGLResources() {
|
||||
const gl = this.glContext;
|
||||
|
||||
// Delete textures
|
||||
this.textures.forEach((texture) => gl.deleteTexture(texture));
|
||||
this.textures = [];
|
||||
|
||||
// Delete framebuffers
|
||||
if (this.framebuffer) {
|
||||
gl.deleteFramebuffer(this.framebuffer);
|
||||
}
|
||||
|
||||
// Delete VAOs
|
||||
if (this.fullscreenQuadVAO) {
|
||||
gl.deleteVertexArray(this.fullscreenQuadVAO);
|
||||
}
|
||||
if (this.shapeVAO) {
|
||||
gl.deleteVertexArray(this.shapeVAO);
|
||||
}
|
||||
|
||||
if (this.jfaProgram) {
|
||||
gl.deleteProgram(this.jfaProgram);
|
||||
}
|
||||
if (this.renderProgram) {
|
||||
gl.deleteProgram(this.renderProgram);
|
||||
}
|
||||
if (this.seedProgram) {
|
||||
gl.deleteProgram(this.seedProgram);
|
||||
}
|
||||
|
||||
// Clear other references
|
||||
this.geometries = null!;
|
||||
}
|
||||
}
|
||||
|
||||
const jfaVertShader = vert`#version 300 es
|
||||
precision highp float;
|
||||
in vec2 a_position;
|
||||
out vec2 v_texCoord;
|
||||
|
||||
void main() {
|
||||
v_texCoord = a_position * 0.5 + 0.5; // Transform to [0, 1] range
|
||||
gl_Position = vec4(a_position, 0.0, 1.0);
|
||||
}`;
|
||||
|
||||
const jfaFragShader = frag`#version 300 es
|
||||
precision highp float;
|
||||
precision mediump int;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
out vec4 outColor;
|
||||
|
||||
uniform sampler2D u_previousTexture;
|
||||
uniform vec2 u_offsets[9];
|
||||
|
||||
void main() {
|
||||
// Start with the current texel's nearest seed point and distance
|
||||
vec4 nearest = texture(u_previousTexture, v_texCoord);
|
||||
|
||||
// Initialize minDist with the current distance
|
||||
float minDist = nearest.a;
|
||||
|
||||
// Loop through neighbor offsets
|
||||
for (int i = 0; i < 9; ++i) {
|
||||
vec2 sampleCoord = v_texCoord + u_offsets[i];
|
||||
|
||||
// Clamp sampleCoord to [0, 1] to prevent sampling outside texture
|
||||
sampleCoord = clamp(sampleCoord, vec2(0.0), vec2(1.0));
|
||||
|
||||
vec4 sampled = texture(u_previousTexture, sampleCoord);
|
||||
|
||||
if (sampled.z == 0.0) {
|
||||
continue; // Skip background pixels
|
||||
}
|
||||
|
||||
// Compute distance to the seed point stored in this neighbor
|
||||
float dist = distance(sampled.xy, v_texCoord);
|
||||
|
||||
if (dist < minDist) {
|
||||
nearest = sampled;
|
||||
nearest.a = dist;
|
||||
minDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
// Output the nearest seed point and updated distance
|
||||
outColor = nearest;
|
||||
}`;
|
||||
|
||||
const renderVertShader = vert`#version 300 es
|
||||
in vec2 a_position;
|
||||
out vec2 v_texCoord;
|
||||
|
||||
void main() {
|
||||
v_texCoord = a_position * 0.5 + 0.5;
|
||||
gl_Position = vec4(a_position, 0.0, 1.0);
|
||||
}`;
|
||||
|
||||
const renderFragShader = frag`#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
out vec4 outColor;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
void main() {
|
||||
vec4 texel = texture(u_texture, v_texCoord);
|
||||
|
||||
// Extract shape ID and distance
|
||||
float shapeID = texel.z;
|
||||
float distance = texel.a;
|
||||
|
||||
// Hash-based color for shape
|
||||
vec3 shapeColor = vec3(
|
||||
fract(sin(shapeID * 12.9898) * 43758.5453),
|
||||
fract(sin(shapeID * 78.233) * 43758.5453),
|
||||
fract(sin(shapeID * 93.433) * 43758.5453)
|
||||
);
|
||||
|
||||
// Visualize distance (e.g., as intensity)
|
||||
float intensity = exp(-distance * 10.0);
|
||||
|
||||
outColor = vec4(shapeColor * intensity, 1.0);
|
||||
}`;
|
||||
|
||||
// Shader sources for seed point rendering
|
||||
const seedVertexShaderSource = vert`#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec3 a_position; // x, y, shapeID
|
||||
flat out float v_shapeID;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(a_position.xy, 0.0, 1.0);
|
||||
v_shapeID = a_position.z; // Pass shape ID to fragment shader
|
||||
}`;
|
||||
|
||||
const seedFragmentShaderSource = frag`#version 300 es
|
||||
precision highp float;
|
||||
|
||||
flat in float v_shapeID;
|
||||
uniform vec2 u_canvasSize;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
vec2 seedCoord = gl_FragCoord.xy / u_canvasSize;
|
||||
outColor = vec4(seedCoord, v_shapeID, 0.0); // Seed coords, shape ID, initial distance 0
|
||||
}`;
|
||||
|
|
|
|||
|
|
@ -1,19 +1,29 @@
|
|||
export function glsl(strings: TemplateStringsArray) {
|
||||
return strings[0];
|
||||
export function glsl(strings: TemplateStringsArray, ...values: any[]) {
|
||||
return strings.reduce((result, str, i) => {
|
||||
return result + str + (values[i] || '');
|
||||
}, '');
|
||||
}
|
||||
|
||||
export function vert(strings: TemplateStringsArray) {
|
||||
return strings[0];
|
||||
export function vert(strings: TemplateStringsArray, ...values: any[]) {
|
||||
return strings.reduce((result, str, i) => {
|
||||
return result + str + (values[i] || '');
|
||||
}, '');
|
||||
}
|
||||
|
||||
export function frag(strings: TemplateStringsArray) {
|
||||
return strings[0];
|
||||
export function frag(strings: TemplateStringsArray, ...values: any[]) {
|
||||
return strings.reduce((result, str, i) => {
|
||||
return result + str + (values[i] || '');
|
||||
}, '');
|
||||
}
|
||||
|
||||
export function css(strings: TemplateStringsArray) {
|
||||
return strings[0];
|
||||
export function css(strings: TemplateStringsArray, ...values: any[]) {
|
||||
return strings.reduce((result, str, i) => {
|
||||
return result + str + (values[i] || '');
|
||||
}, '');
|
||||
}
|
||||
|
||||
export function html(strings: TemplateStringsArray) {
|
||||
return strings[0];
|
||||
export function html(strings: TemplateStringsArray, ...values: any[]) {
|
||||
return strings.reduce((result, str, i) => {
|
||||
return result + str + (values[i] || '');
|
||||
}, '');
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,75 @@
|
|||
export class WebGLUtils {
|
||||
static createShader(gl: WebGL2RenderingContext, type: GLenum, source: string): WebGLShader {
|
||||
const shader = gl.createShader(type)!;
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
|
||||
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
||||
if (!success) {
|
||||
const error = gl.getShaderInfoLog(shader);
|
||||
gl.deleteShader(shader);
|
||||
throw new Error(`Shader compilation failed: ${error}`);
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
static createProgram(
|
||||
gl: WebGL2RenderingContext,
|
||||
vertexShader: WebGLShader,
|
||||
fragmentShader: WebGLShader
|
||||
): WebGLProgram {
|
||||
const program = gl.createProgram()!;
|
||||
gl.attachShader(program, vertexShader);
|
||||
gl.attachShader(program, fragmentShader);
|
||||
gl.linkProgram(program);
|
||||
|
||||
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
|
||||
if (!success) {
|
||||
const error = gl.getProgramInfoLog(program);
|
||||
gl.deleteProgram(program);
|
||||
throw new Error(`Program linking failed: ${error}`);
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
static createWebGLCanvas(
|
||||
width: number,
|
||||
height: number,
|
||||
parent: HTMLElement
|
||||
): { gl: WebGL2RenderingContext | undefined; canvas: HTMLCanvasElement } {
|
||||
const canvas = document.createElement('canvas');
|
||||
|
||||
// Set canvas styles
|
||||
canvas.style.position = 'absolute';
|
||||
canvas.style.top = '0';
|
||||
canvas.style.left = '0';
|
||||
canvas.style.width = '100%';
|
||||
canvas.style.height = '100%';
|
||||
canvas.style.zIndex = '-1';
|
||||
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
|
||||
// Initialize WebGL2 context
|
||||
const gl = canvas.getContext('webgl2');
|
||||
if (!gl) {
|
||||
console.error('WebGL2 is not available.');
|
||||
return { gl: undefined, canvas };
|
||||
}
|
||||
|
||||
parent.appendChild(canvas);
|
||||
return { gl, canvas };
|
||||
}
|
||||
|
||||
static createShaderProgram(gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string): WebGLProgram {
|
||||
const vertexShader = this.createShader(gl, gl.VERTEX_SHADER, vertexSource);
|
||||
const fragmentShader = this.createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
|
||||
const program = this.createProgram(gl, vertexShader, fragmentShader);
|
||||
|
||||
// Clean up shaders since they're now linked to the program
|
||||
gl.deleteShader(vertexShader);
|
||||
gl.deleteShader(fragmentShader);
|
||||
|
||||
return program;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue