This commit is contained in:
Orion Reed 2024-12-09 21:45:33 -05:00
parent b8738b485c
commit 5f7ff68c9f
10 changed files with 1540 additions and 13 deletions

View File

@ -0,0 +1,48 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Distance Field Demo</title>
<style>
html {
height: 100%;
}
body {
min-height: 100%;
position: relative;
margin: 0;
overscroll-behavior: none;
}
folk-shape {
background: transparent;
position: absolute;
background-color: rgba(119, 119, 119, 1);
border-radius: 2px;
}
folk-sand {
position: absolute;
inset: 0;
}
</style>
</head>
<body>
<folk-sand>
<folk-shape x="100" y="100" width="50" height="50"></folk-shape>
<folk-shape x="100" y="200" width="50" height="50"></folk-shape>
<folk-shape x="100" y="300" width="50" height="50"></folk-shape>
<folk-shape x="300" y="150" width="80" height="40"></folk-shape>
<folk-shape x="400" y="250" width="60" height="90"></folk-shape>
<folk-shape x="200" y="400" width="100" height="100"></folk-shape>
<folk-shape x="500" y="100" width="30" height="70"></folk-shape>
</folk-sand>
<script type="module">
import '../src/standalone/folk-shape.ts';
import '../src/standalone/folk-sand.ts';
</script>
</body>
</html>

7
globals.d.ts vendored Normal file
View File

@ -0,0 +1,7 @@
import type { TransformEvent } from './src/common/TransformEvent';
declare global {
interface HTMLElementEventMap {
transform: TransformEvent;
}
}

View File

@ -1,9 +1,5 @@
export const glsl = String.raw;
export const vert = String.raw;
export const frag = String.raw;
export const html = String.raw;
export function css(strings: TemplateStringsArray, ...values: any[]) {

View File

@ -16,11 +16,13 @@ export class WebGLUtils {
static createProgram(
gl: WebGL2RenderingContext,
vertexShader: WebGLShader,
fragmentShader: WebGLShader
fragmentShader?: WebGLShader
): WebGLProgram {
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
if (fragmentShader) {
gl.attachShader(program, fragmentShader);
}
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);

View File

@ -1,6 +1,6 @@
import { DOMRectTransform } from './common/DOMRectTransform.ts';
import { frag, vert } from './common/tags.ts';
import { Point } from './common/types.ts';
import { glsl } from './common/tags.ts';
import { WebGLUtils } from './common/webgl.ts';
import { FolkBaseSet } from './folk-base-set.ts';
import { FolkShape } from './folk-shape.ts';
@ -466,7 +466,7 @@ export class FolkDistanceField extends FolkBaseSet {
* 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
const commonVertShader = glsl`#version 300 es
precision mediump float;
in vec2 a_position;
out vec2 v_texCoord;
@ -480,7 +480,7 @@ void main() {
* 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
const jfaFragShader = glsl`#version 300 es
precision mediump float;
precision mediump int;
@ -524,7 +524,7 @@ void main() {
* Fragment shader for rendering the final distance field.
* Converts distances to colors for visualization.
*/
const renderFragShader = frag`#version 300 es
const renderFragShader = glsl`#version 300 es
precision mediump float;
in vec2 v_texCoord;
@ -559,7 +559,7 @@ void main() {
* Vertex shader for rendering seed points.
* Outputs the shape ID to the fragment shader.
*/
const seedVertShader = vert`#version 300 es
const seedVertShader = glsl`#version 300 es
precision mediump float;
in vec3 a_position; // x, y position and shapeID as z
@ -574,7 +574,7 @@ void main() {
* Fragment shader for rendering seed points.
* Initializes the texture with seed point positions and shape IDs.
*/
const seedFragShader = frag`#version 300 es
const seedFragShader = glsl`#version 300 es
precision mediump float;
flat in float v_shapeID;

757
src/folk-sand.glsl.ts Normal file
View File

@ -0,0 +1,757 @@
import { glsl } from './common/tags.ts';
/** Falling sand shaders using block cellular automata with Margolus offsets.
* Based on "Probabilistic Cellular Automata for Granular Media in Video Games" (https://arxiv.org/abs/2008.06341)
* Code adapted from https://github.com/GelamiSalami/GPU-Falling-Sand-CA
*/
const CONSTANTS = glsl`
#define AIR 0.0
#define SMOKE 1.0
#define WATER 2.0
#define LAVA 3.0
#define SAND 4.0
#define PLANT 5.0
#define STONE 6.0
#define WALL 7.0
#define COLLISION 99.0
const vec3 bgColor = pow(vec3(31, 34, 36) / 255.0, vec3(2));
`;
const UTILS = glsl`
const float EPSILON = 1e-4;
const float PI = acos(-1.);
const float TAU = PI * 2.0;
float safeacos(float x) { return acos(clamp(x, -1.0, 1.0)); }
float saturate(float x) { return clamp(x, 0., 1.); }
vec2 saturate(vec2 x) { return clamp(x, vec2(0), vec2(1)); }
vec3 saturate(vec3 x) { return clamp(x, vec3(0), vec3(1)); }
float sqr(float x) { return x*x; }
vec2 sqr(vec2 x) { return x*x; }
vec3 sqr(vec3 x) { return x*x; }
float luminance(vec3 col) { return dot(col, vec3(0.2126729, 0.7151522, 0.0721750)); }
mat2 rot2D(float a)
{
float c = cos(a);
float s = sin(a);
return mat2(c, s, -s, c);
}
// https://iquilezles.org/articles/smin/
float smin( float d1, float d2, float k ) {
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
return mix( d2, d1, h ) - k*h*(1.0-h);
}
float smax( float d1, float d2, float k ) {
float h = clamp( 0.5 - 0.5*(d2-d1)/k, 0.0, 1.0 );
return mix( d2, d1, h ) + k*h*(1.0-h);
}
// https://iquilezles.org/articles/palettes/
vec3 palette(float t)
{
return .5 + .5 * cos(TAU * (vec3(1, 1, 1) * t + vec3(0, .33, .67)));
}
// Hash without Sine
// https://www.shadertoy.com/view/4djSRW
float hash12(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
float hash13(vec3 p3)
{
p3 = fract(p3 * .1031);
p3 += dot(p3, p3.zyx + 31.32);
return fract((p3.x + p3.y) * p3.z);
}
vec2 hash22(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
vec2 hash23(vec3 p3)
{
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
vec3 hash33(vec3 p3)
{
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz+33.33);
return fract((p3.xxy + p3.yxx)*p3.zyx);
}
vec4 hash43(vec3 p)
{
vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
// https://www.chilliant.com/rgb2hsv.html
vec3 RGBtoHCV(in vec3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6.0 * C + EPSILON) + Q.z);
return vec3(H, C, Q.x);
}
vec3 RGBtoHSV(in vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + EPSILON);
return vec3(HCV.x, S, HCV.z);
}
vec3 RGBtoHSL(in vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1.0 - abs(L * 2.0 - 1.0) + EPSILON);
return vec3(HCV.x, S, L);
}
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return saturate(vec3(R,G,B));
}
vec3 HSVtoRGB(in vec3 HSV)
{
vec3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
}
vec3 HSLtoRGB(in vec3 HSL)
{
vec3 RGB = HUEtoRGB(HSL.x);
float C = (1.0 - abs(2.0 * HSL.z - 1.0)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
vec3 sRGBToLinear(vec3 col)
{
return mix(pow((col + 0.055) / 1.055, vec3(2.4)), col / 12.92, lessThan(col, vec3(0.04045)));
}
vec3 linearTosRGB(vec3 col)
{
return mix(1.055 * pow(col, vec3(1.0 / 2.4)) - 0.055, col * 12.92, lessThan(col, vec3(0.0031308)));
}
`;
/** Vertex shader for rendering quads */
export const vertexShader = glsl`#version 300 es
in vec4 aPosition;
in vec2 aUv;
out vec2 outUv;
void main() {
gl_Position = aPosition;
outUv = aUv;
}
`;
export const simulationShader = glsl`#version 300 es
precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform int frame;
uniform vec4 mouse;
uniform int materialType;
uniform float brushRadius;
uniform sampler2D tex;
uniform sampler2D u_collisionTex;
in vec2 outUv;
out vec4 fragColor;
${CONSTANTS}
${UTILS}
// https://iquilezles.org/articles/distfunctions2d/
float sdSegment(vec2 p, vec2 a, vec2 b)
{
vec2 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba) / dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h );
}
ivec2 getOffset(int frame)
{
int i = frame % 4;
if (i == 0)
return ivec2(0, 0);
else if (i == 1)
return ivec2(1, 1);
else if (i == 2)
return ivec2(0, 1);
return ivec2(1, 0);
}
vec4 getData(ivec2 p)
{
// Check boundaries first
if (p.x < 0 || p.y < 0 || p.x >= int(resolution.x) || p.y >= int(resolution.y)) {
return vec4(vec3(0.02), WALL);
}
// Calculate UV coordinates for the collision texture
vec2 collisionUv = (vec2(p) + 0.5) / resolution;
float collisionValue = texture(u_collisionTex, collisionUv).r;
// If there's a collision at this position, always return COLLISION type
if (collisionValue > 0.5) {
return vec4(bgColor, COLLISION);
}
// If no collision, get the data from the simulation texture
vec4 data = texelFetch(tex, p, 0);
if (data.xyz == vec3(0)) {
data.xyz = bgColor;
}
return data;
}
void swap(inout vec4 a, inout vec4 b)
{
vec4 tmp = a;
a = b;
b = tmp;
}
vec4 createParticle(float id)
{
if (id == AIR)
{
return vec4(bgColor, AIR);
} else if (id == SMOKE)
{
return vec4(mix(bgColor, vec3(0.15), 0.5), SMOKE);
} else if (id == WATER)
{
return vec4(mix(bgColor, vec3(0.15, 0.45, 0.9), 0.7), WATER);
} else if (id == LAVA)
{
vec3 r = hash33(vec3(gl_FragCoord.xy, frame));
vec3 color = vec3(255, 40, 20) / 255.0;
vec3 hsl = RGBtoHSL(color);
hsl.x += (r.z - 0.5) * 12.0 / 255.0;
hsl.y += (r.x - 0.5) * 16.0 / 255.0;
hsl.z *= (r.y * 80.0 / 255.0 + (255.0 - 80.0) / 255.0);
return vec4(HSLtoRGB(hsl), LAVA);
} else if (id == SAND)
{
vec3 r = hash33(vec3(gl_FragCoord.xy, frame));
vec3 color = vec3(220, 158, 70) / 255.0;
vec3 hsl = RGBtoHSL(color);
hsl.x += (r.z - 0.5) * 12.0 / 255.0;
hsl.y += (r.x - 0.5) * 16.0 / 255.0;
hsl.z += (r.y - 0.5) * 40.0 / 255.0;
return vec4(HSLtoRGB(hsl), SAND);
} else if (id == PLANT)
{
vec3 r = hash33(vec3(gl_FragCoord.xy, frame));
vec3 color = vec3(34, 139, 34) / 255.0;
vec3 hsl = RGBtoHSL(color);
hsl.x += (r.z - 0.5) * 0.1;
hsl.y += (r.x - 0.5) * 0.2;
hsl.z *= (r.y * 0.4 + 0.6);
return vec4(HSLtoRGB(hsl), PLANT);
} else if (id == STONE)
{
float r = hash13(vec3(gl_FragCoord.xy, frame));
return vec4(vec3(0.08, 0.1, 0.12) * (r * 0.5 + 0.5), STONE);
} else if (id == WALL)
{
float r = hash13(vec3(gl_FragCoord.xy, frame));
return vec4(bgColor * 0.5 * (r * 0.4 + 0.6), WALL);
}
return vec4(bgColor, AIR);
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution;
if (frame == 0) {
float r = hash12(gl_FragCoord.xy);
float id = AIR;
if (r < 0.15)
{
id = SAND;
} else if (r < 0.25)
{
id = SMOKE;
}
fragColor = createParticle(id);
return;
}
if (mouse.x > 0.0)
{
float d = sdSegment(gl_FragCoord.xy, mouse.xy, mouse.zw);
if (d < brushRadius)
{
fragColor = createParticle(float(materialType));
return;
}
}
ivec2 offset = getOffset(frame);
ivec2 fc = ivec2(gl_FragCoord.xy) + offset;
ivec2 p = (fc / 2) * 2 - offset;
ivec2 xy = fc % 2;
int i = xy.x + xy.y * 2;
vec4 t00 = getData(p); // top-left
vec4 t10 = getData(p + ivec2(1, 0)); // top-right
vec4 t01 = getData(p + ivec2(0, 1)); // bottom-left
vec4 t11 = getData(p + ivec2(1, 1)); // bottom-right
vec4 tn00 = getData(p + ivec2(0, -1));
vec4 tn10 = getData(p + ivec2(1, -1));
if (t00.a == t10.a && t01.a == t11.a && t00.a == t01.a)
{
fragColor = i == 0 ? t00 :
i == 1 ? t10 :
i == 2 ? t01 : t11;
return;
}
vec4 r = hash43(vec3(p, frame));
if ((t01.a == SMOKE && t11.a < SMOKE ||
t01.a < SMOKE && t11.a == SMOKE) && r.x < 0.25)
{
swap(t01, t11);
}
if (t00.a == SMOKE)
{
if (t01.a < t00.a && r.y < 0.25)
{
swap(t00, t01);
} else if (r.z < 0.003)
{
t00 = vec4(bgColor, AIR);
}
}
if (t10.a == SMOKE)
{
if (t11.a < t10.a && r.y < 0.25)
{
swap(t10, t11);
} else if (r.z < 0.003)
{
t10 = vec4(bgColor, AIR);
}
}
if (((t01.a == SAND) && t11.a < SAND ||
t01.a < SAND && (t11.a == SAND)) &&
t00.a < SAND && t10.a < SAND && r.x < 0.4)
{
swap(t01, t11);
}
if (t01.a == SAND || t01.a == STONE)
{
if (t00.a < SAND)
{
if (r.y < 0.9) swap(t01, t00);
} else if (t11.a < SAND && t10.a < SAND)
{
swap(t01, t10);
}
}
if (t11.a == SAND || t11.a == STONE)
{
if (t10.a < SAND)
{
if (r.y < 0.9) swap(t11, t10);
} else if (t01.a < SAND && t00.a < SAND)
{
swap(t11, t00);
}
}
bool drop = false;
if (t01.a == WATER)
{
if (t00.a < t01.a && r.y < 0.95)
{
swap(t01, t00);
drop = true;
} else if (t11.a < t01.a && t10.a < t01.a && r.z < 0.3)
{
swap(t01, t10);
drop = true;
}
}
if (t11.a == WATER)
{
if (t10.a < t11.a && r.y < 0.95)
{
swap(t11, t10);
drop = true;
} else if (t01.a < t11.a && t00.a < t11.a && r.z < 0.3)
{
swap(t11, t00);
drop = true;
}
}
if (!drop)
{
if ((t01.a == WATER && t11.a < WATER ||
t01.a < WATER && t11.a == WATER) &&
(t00.a >= WATER && t10.a >= WATER || r.w < 0.8))
{
swap(t01, t11);
}
if ((t00.a == WATER && t10.a < WATER ||
t00.a < WATER && t10.a == WATER) &&
(tn00.a >= WATER && tn10.a >= WATER || r.w < 0.8))
{
swap(t00, t10);
}
}
if (t01.a == LAVA)
{
if (t00.a < t01.a && r.y < 0.8)
{
swap(t01, t00);
} else if (t11.a < t01.a && t10.a < t01.a && r.z < 0.2)
{
swap(t01, t10);
}
}
if (t11.a == LAVA)
{
if (t10.a < t11.a && r.y < 0.8)
{
swap(t11, t10);
} else if (t01.a < t11.a && t00.a < t11.a && r.z < 0.2)
{
swap(t11, t00);
}
}
if (t00.a == LAVA)
{
if (t01.a == WATER)
{
t00 = createParticle(STONE);
t01 = createParticle(SMOKE);
} else if (t10.a == WATER)
{
t00 = createParticle(STONE);
t10 = createParticle(SMOKE);
} else if (t01.a == PLANT && r.x < 1.0) // left
{
t00 = createParticle(LAVA);
t01 = createParticle(SMOKE);
} else if (t10.a == PLANT && r.x < 1.0) // right
{
t00 = createParticle(LAVA);
t10 = createParticle(SMOKE);
} else if (t00.a == PLANT && r.x < 1.0) // bottom
{
t00 = createParticle(LAVA);
t00 = createParticle(SMOKE);
}
}
if (t10.a == LAVA)
{
if (t11.a == WATER)
{
t10 = createParticle(STONE);
t11 = createParticle(SMOKE);
} else if (t00.a == WATER)
{
t10 = createParticle(STONE);
t00 = createParticle(SMOKE);
}
else if (t11.a == PLANT)
{
t10 = createParticle(LAVA);
t11 = createParticle(SMOKE);
} else if (t00.a == PLANT)
{
t10 = createParticle(LAVA);
t00 = createParticle(SMOKE);
}
}
if ((t01.a == LAVA && t11.a < LAVA ||
t01.a < LAVA && t11.a == LAVA) && r.x < 0.6)
{
swap(t01, t11);
}
fragColor = i == 0 ? t00 :
i == 1 ? t10 :
i == 2 ? t01 : t11;
if (fragColor.a == COLLISION) {
vec2 collisionUv = gl_FragCoord.xy / resolution;
float collisionValue = texture(u_collisionTex, collisionUv).r;
if (collisionValue <= 0.5) {
fragColor = vec4(bgColor, AIR);
}
}
}
`;
export const distanceFieldInitShader = glsl`#version 300 es
precision highp float;
uniform vec2 resolution;
uniform sampler2D dataTex;
${CONSTANTS}
layout(location = 0) out vec4 fragColorR;
layout(location = 1) out vec4 fragColorG;
layout(location = 2) out vec4 fragColorB;
void main()
{
vec2 uv = gl_FragCoord.xy / resolution;
vec4 data = texture(dataTex, uv);
fragColorR = vec4(-1, -1, 0, 0);
fragColorG = vec4(-1, -1, 0, 0);
fragColorB = vec4(-1, -1, 0, 0);
if (data.a <= LAVA)
{
fragColorR.xy = gl_FragCoord.xy;
fragColorG.xy = gl_FragCoord.xy;
fragColorB.xy = gl_FragCoord.xy;
}
if (data.a == SMOKE)
{
fragColorR.w = 6.0;
fragColorG.w = 6.0;
fragColorB.w = 6.0;
} else if (data.a == WATER)
{
fragColorR.w = 9.0;
fragColorG.w = 6.0;
fragColorB.w = 4.0;
} else if (data.a == LAVA)
{
fragColorR.w = 0.0;
fragColorG.w = 11.0;
fragColorB.w = 14.0;
} else if (data.a == PLANT)
{
fragColorR.w = 4.0 - data.r * 4.0;
fragColorG.w = 4.0 - data.g * 4.0;
fragColorB.w = 4.0 - data.b * 4.0;
}
}
`;
export const distanceFieldPropagationShader = glsl`#version 300 es
precision highp float;
uniform float stepSize;
uniform vec2 resolution;
uniform sampler2D texR;
uniform sampler2D texG;
uniform sampler2D texB;
uniform int passCount;
uniform int passIndex;
layout(location = 0) out vec4 fragColorR;
layout(location = 1) out vec4 fragColorG;
layout(location = 2) out vec4 fragColorB;
void main()
{
vec2 fc = gl_FragCoord.xy;
vec4 bestR = vec4(0,0,1e3,0);
vec4 bestG = vec4(0,0,1e3,0);
vec4 bestB = vec4(0,0,1e3,0);
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
vec2 p = fc + vec2(x, y) * stepSize;
vec4 dataR = texture(texR, p / resolution);
vec4 dataG = texture(texG, p / resolution);
vec4 dataB = texture(texB, p / resolution);
if (dataR.xy != vec2(-1) && dataR.xy == clamp(dataR.xy, vec2(0.5), resolution-0.5))
{
float dist = distance(fc, dataR.xy) + dataR.w;
if (dist < bestR.z)
{
bestR = dataR;
bestR.z = dist;
}
}
if (dataG.xy != vec2(-1) && dataG.xy == clamp(dataG.xy, vec2(0.5), resolution-0.5))
{
float dist = distance(fc, dataG.xy) + dataG.w;
if (dist < bestG.z)
{
bestG = dataG;
bestG.z = dist;
}
}
if (dataB.xy != vec2(-1) && dataB.xy == clamp(dataB.xy, vec2(0.5), resolution-0.5))
{
float dist = distance(fc, dataB.xy) + dataB.w;
if (dist < bestB.z)
{
bestB = dataB;
bestB.z = dist;
}
}
}
}
fragColorR = vec4(bestR.xy, bestR.z != 1e3 ? bestR.z : 1e3, bestR.w);
fragColorG = vec4(bestG.xy, bestG.z != 1e3 ? bestG.z : 1e3, bestG.w);
fragColorB = vec4(bestB.xy, bestB.z != 1e3 ? bestB.z : 1e3, bestB.w);
if (passIndex == passCount - 1)
{
if (bestR.xy == vec2(-1))
fragColorR.z = 1e3;
if (bestG.xy == vec2(-1))
fragColorG.z = 1e3;
if (bestB.xy == vec2(-1))
fragColorB.z = 1e3;
}
}
`;
export const visualizationShader = glsl`#version 300 es
precision highp float;
uniform vec2 texResolution;
uniform float texScale;
uniform vec2 resolution;
uniform sampler2D tex;
uniform sampler2D shadowTexR;
uniform sampler2D shadowTexG;
uniform sampler2D shadowTexB;
uniform sampler2D u_collisionTex;
uniform float scale;
${CONSTANTS}
out vec4 fragColor;
vec2 getCoordsAA(vec2 uv)
{
float w = 1.5; // 1.5
vec2 fl = floor(uv + 0.5);
vec2 fr = fract(uv + 0.5);
vec2 aa = fwidth(uv) * w * 0.5;
fr = smoothstep(0.5 - aa, 0.5 + aa, fr);
return fl + fr - 0.5;
}
vec3 linearTosRGB(vec3 col)
{
return mix(1.055 * pow(col, vec3(1.0 / 2.4)) - 0.055, col * 12.92, lessThan(col, vec3(0.0031308)));
}
void main() {
vec2 uv = gl_FragCoord.xy / (texResolution * texScale);
uv -= 0.5;
uv *= scale;
uv += 0.5;
vec2 fc = uv * texResolution;
vec4 data = texture(tex, getCoordsAA(fc) / texResolution);
vec4 dataUp = texture(tex, getCoordsAA(fc + vec2(0, 1)) / texResolution);
vec4 dataDown = texture(tex, getCoordsAA(fc - vec2(0, 1)) / texResolution);
float hig = float(data.a > dataUp.a);
float dropSha = 1.0 - float(data.a > dataDown.a);
vec3 color = data.rgb == vec3(0) ? bgColor : data.rgb;
vec4 shaDataR = texture(shadowTexR, uv);
vec4 shaDataG = texture(shadowTexG, uv);
vec4 shaDataB = texture(shadowTexB, uv);
float shaR = shaDataR.xy != vec2(-1) ? shaDataR.z : 16.0;
float shaG = shaDataG.xy != vec2(-1) ? shaDataG.z : 16.0;
float shaB = shaDataB.xy != vec2(-1) ? shaDataB.z : 16.0;
vec3 sha = clamp(1.0 - vec3(shaR, shaG, shaB) / 16.0, vec3(0.0), vec3(1.0));
sha *= sha;
color *= 0.5 * max(hig, dropSha) + 0.5;
color *= sha * 1.0 + 0.2;
color += color * 0.4 * hig;
fragColor = vec4(linearTosRGB(color), 1);
}
`;
export const collisionVertexShader = glsl`#version 300 es
precision highp float;
layout(location = 0) in vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}`;
export const collisionFragmentShader = glsl`#version 300 es
precision highp float;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0); // red represents solid
}`;

712
src/folk-sand.ts Normal file
View File

@ -0,0 +1,712 @@
import { WebGLUtils } from './common/webgl';
import {
collisionFragmentShader,
collisionVertexShader,
simulationShader,
distanceFieldInitShader,
distanceFieldPropagationShader,
visualizationShader,
vertexShader,
} from './folk-sand.glsl.ts';
import { FolkShape } from './folk-shape.ts';
export class FolkSand extends HTMLElement {
static tagName = 'folk-sand';
private canvas!: HTMLCanvasElement;
private gl!: WebGL2RenderingContext;
private program!: WebGLProgram;
private blitProgram!: WebGLProgram;
private jfaShadowProgram!: WebGLProgram;
private jfaInitProgram!: WebGLProgram;
private vao!: WebGLVertexArrayObject;
private posBuffer!: WebGLBuffer;
private bufferWidth!: number;
private bufferHeight!: number;
private fbo: WebGLFramebuffer[] = [];
private tex: WebGLTexture[] = [];
private shadowFbo: WebGLFramebuffer[] = [];
private shadowTexR: WebGLTexture[] = [];
private shadowTexG: WebGLTexture[] = [];
private shadowTexB: WebGLTexture[] = [];
private pointer = {
x: -1,
y: -1,
prevX: -1,
prevY: -1,
down: false,
};
private materialType = 4;
private brushRadius = 5;
private shapes: NodeListOf<FolkShape> = document.querySelectorAll('folk-shape');
private frames = 0;
private swap = 0;
private shadowSwap = 0;
private PIXELS_PER_PARTICLE = 4;
private PIXEL_RATIO = window.devicePixelRatio || 1;
private collisionProgram!: WebGLProgram;
private collisionFbo!: WebGLFramebuffer;
private collisionTex!: WebGLTexture;
private shapeVao!: WebGLVertexArrayObject;
private shapePositionBuffer!: WebGLBuffer;
private shapeIndexBuffer!: WebGLBuffer;
private shapeIndexCount = 0;
static define() {
if (customElements.get(this.tagName)) return;
FolkShape.define();
customElements.define(this.tagName, this);
}
connectedCallback() {
this.setupCanvas();
this.initializeWebGL();
this.initializeSimulation();
this.initializeCollisionDetection();
// Collect all FolkShape elements
this.shapes = document.querySelectorAll('folk-shape');
// Attach event listeners to shapes
this.shapes.forEach((shape) => {
shape.addEventListener('transform', this.handleShapeTransform);
});
// Initialize collision texture with current shapes
this.collectShapeData();
this.updateCollisionTexture();
this.attachEventListeners();
requestAnimationFrame(this.render.bind(this));
}
disconnectedCallback() {
this.detachEventListeners();
// Remove event listeners from shapes
this.shapes.forEach((shape) => {
shape.removeEventListener('transform', this.handleShapeTransform);
});
}
private setupCanvas() {
this.canvas = document.createElement('canvas');
this.canvas.id = 'main-canvas';
this.canvas.style.width = '100%';
this.canvas.style.height = '100%';
this.canvas.style.display = 'block';
this.style.display = 'block';
this.style.width = '100%';
this.style.height = '100%';
this.appendChild(this.canvas);
}
private initializeWebGL() {
this.gl = this.canvas.getContext('webgl2')!;
if (!this.gl) {
console.error('WebGL2 context not available!');
}
if (!this.gl.getExtension('EXT_color_buffer_float')) {
console.error('need EXT_color_buffer_float');
}
if (!this.gl.getExtension('OES_texture_float_linear')) {
console.error('need OES_texture_float_linear');
}
}
private initializeSimulation() {
const gl = this.gl;
// Create shaders and programs
this.program = this.createProgramFromStrings({
vertex: vertexShader,
fragment: simulationShader,
})!;
this.blitProgram = this.createProgramFromStrings({
vertex: vertexShader,
fragment: visualizationShader,
})!;
this.jfaShadowProgram = this.createProgramFromStrings({
vertex: vertexShader,
fragment: distanceFieldPropagationShader,
})!;
this.jfaInitProgram = this.createProgramFromStrings({
vertex: vertexShader,
fragment: distanceFieldInitShader,
})!;
// Setup buffers and vertex arrays
this.setupBuffers();
// Initialize framebuffers and textures
this.initializeFramebuffers();
}
private initializeCollisionDetection() {
const gl = this.gl;
const collisionProgram = this.createProgramFromStrings({
vertex: collisionVertexShader,
fragment: collisionFragmentShader,
});
if (!collisionProgram) {
console.error('Failed to create collision program');
return;
}
// Create collision shader program
this.collisionProgram = collisionProgram!;
// Create collision texture
this.collisionTex = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, this.collisionTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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);
// Create collision framebuffer
this.collisionFbo = gl.createFramebuffer()!;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.collisionFbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.collisionTex, 0);
// Initialize shape buffers with larger initial sizes
this.shapeVao = gl.createVertexArray()!;
gl.bindVertexArray(this.shapeVao);
this.shapePositionBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, this.shapePositionBuffer);
// Allocate space for up to 100 shapes (400 vertices)
gl.bufferData(gl.ARRAY_BUFFER, 4 * 2 * 100 * Float32Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW);
this.shapeIndexBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.shapeIndexBuffer);
// Allocate space for up to 100 shapes (600 indices)
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 6 * 100 * Uint16Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW);
// Set up vertex attributes
const posAttribLoc = gl.getAttribLocation(this.collisionProgram, 'aPosition');
gl.enableVertexAttribArray(posAttribLoc);
gl.vertexAttribPointer(posAttribLoc, 2, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
// Initial collection and render of shape data
this.collectShapeData();
this.updateCollisionTexture();
}
private setupBuffers() {
const gl = this.gl;
const quad = [-1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0];
this.posBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, this.posBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(quad), gl.STATIC_DRAW);
this.vao = gl.createVertexArray()!;
gl.bindVertexArray(this.vao);
const posAttribLoc = gl.getAttribLocation(this.program, 'aPosition');
const uvAttribLoc = gl.getAttribLocation(this.program, 'aUv');
gl.vertexAttribPointer(posAttribLoc, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(posAttribLoc);
gl.vertexAttribPointer(uvAttribLoc, 2, gl.FLOAT, false, 16, 8);
gl.enableVertexAttribArray(uvAttribLoc);
}
private initializeFramebuffers() {
const gl = this.gl;
this.resizeCanvas();
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
this.bufferWidth = Math.ceil(gl.canvas.width / this.PIXELS_PER_PARTICLE);
this.bufferHeight = Math.ceil(gl.canvas.height / this.PIXELS_PER_PARTICLE);
// Initialize framebuffers and textures for simulation
for (let i = 0; i < 2; i++) {
// Create textures
this.tex[i] = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, this.tex[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
// Create framebuffers
this.fbo[i] = gl.createFramebuffer()!;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo[i]);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.tex[i], 0);
// Setup shadow textures
this.shadowTexR[i] = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexR[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
this.shadowTexG[i] = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexG[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
this.shadowTexB[i] = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexB[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
// Setup shadow framebuffers
this.shadowFbo[i] = gl.createFramebuffer()!;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.shadowFbo[i]);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.shadowTexR[i], 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, this.shadowTexG[i], 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, this.shadowTexB[i], 0);
// Set up draw buffers for the shadow FBO
gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]);
}
}
private attachEventListeners() {
this.handlePointerDown = this.handlePointerDown.bind(this);
this.handlePointerMove = this.handlePointerMove.bind(this);
this.handlePointerUp = this.handlePointerUp.bind(this);
this.handleKeyDown = this.handleKeyDown.bind(this);
this.canvas.addEventListener('pointerdown', this.handlePointerDown);
this.canvas.addEventListener('pointermove', this.handlePointerMove);
this.canvas.addEventListener('pointerup', this.handlePointerUp);
document.addEventListener('keydown', this.handleKeyDown);
}
private detachEventListeners() {
this.canvas.removeEventListener('pointerdown', this.handlePointerDown);
this.canvas.removeEventListener('pointermove', this.handlePointerMove);
this.canvas.removeEventListener('pointerup', this.handlePointerUp);
document.removeEventListener('keydown', this.handleKeyDown);
}
private handlePointerMove(event: PointerEvent) {
const rect = this.canvas.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
// Update previous position before setting new position
this.pointer.prevX = this.pointer.x;
this.pointer.prevY = this.pointer.y;
// Scale coordinates relative to canvas size
this.pointer.x = (x / rect.width) * this.canvas.width;
this.pointer.y = (y / rect.height) * this.canvas.height;
}
private handlePointerDown(event: PointerEvent) {
const rect = this.canvas.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
// Scale coordinates relative to canvas size
this.pointer.x = (x / rect.width) * this.canvas.width;
this.pointer.y = (y / rect.height) * this.canvas.height;
this.pointer.prevX = this.pointer.x;
this.pointer.prevY = this.pointer.y;
this.pointer.down = true;
}
private handlePointerUp() {
this.pointer.down = false;
}
private handleKeyDown(event: KeyboardEvent) {
const key = parseInt(event.key);
if (!isNaN(key)) {
this.setMaterialType(key);
}
}
private setMaterialType(type: number) {
this.materialType = Math.min(Math.max(type, 0), 9);
}
private resizeCanvas() {
const width = (this.canvas.clientWidth * this.PIXEL_RATIO) | 0;
const height = (this.canvas.clientHeight * this.PIXEL_RATIO) | 0;
if (this.canvas.width !== width || this.canvas.height !== height) {
this.canvas.width = width;
this.canvas.height = height;
return true;
}
return false;
}
private render(time: number) {
if (this.resizeCanvas()) {
this.processResize();
}
this.simulationPass(time);
this.shadowPass();
this.jfaPass();
this.renderPass(time);
this.pointer.prevX = this.pointer.x;
this.pointer.prevY = this.pointer.y;
requestAnimationFrame(this.render.bind(this));
}
private renderPass(time: number) {
const gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.drawBuffers([gl.BACK]);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(this.blitProgram);
gl.bindVertexArray(this.vao);
const timeLoc = gl.getUniformLocation(this.blitProgram, 'time');
const resLoc = gl.getUniformLocation(this.blitProgram, 'resolution');
const texLoc = gl.getUniformLocation(this.blitProgram, 'tex');
const shadowTexLoc = gl.getUniformLocation(this.blitProgram, 'shadowTexR');
const shadowTexGLoc = gl.getUniformLocation(this.blitProgram, 'shadowTexG');
const shadowTexBLoc = gl.getUniformLocation(this.blitProgram, 'shadowTexB');
const scaleLoc = gl.getUniformLocation(this.blitProgram, 'scale');
const texResLoc = gl.getUniformLocation(this.blitProgram, 'texResolution');
const texScaleLoc = gl.getUniformLocation(this.blitProgram, 'texScale');
gl.uniform1f(timeLoc, time * 0.001);
gl.uniform2f(resLoc, gl.canvas.width, gl.canvas.height);
gl.uniform2f(texResLoc, this.bufferWidth, this.bufferHeight);
gl.uniform1f(texScaleLoc, this.PIXELS_PER_PARTICLE);
gl.uniform1f(scaleLoc, 1.0);
gl.uniform1i(texLoc, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.tex[this.swap]);
gl.uniform1i(shadowTexLoc, 1);
gl.uniform1i(shadowTexGLoc, 2);
gl.uniform1i(shadowTexBLoc, 3);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexR[1 - this.shadowSwap]);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexG[1 - this.shadowSwap]);
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexB[1 - this.shadowSwap]);
gl.activeTexture(gl.TEXTURE4);
gl.bindTexture(gl.TEXTURE_2D, this.collisionTex);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
}
private simulationPass(time: number) {
const gl = this.gl;
gl.useProgram(this.program);
gl.bindVertexArray(this.vao);
const timeLoc = gl.getUniformLocation(this.program, 'time');
const frameLoc = gl.getUniformLocation(this.program, 'frame');
const resLoc = gl.getUniformLocation(this.program, 'resolution');
const texLoc = gl.getUniformLocation(this.program, 'tex');
const mouseLoc = gl.getUniformLocation(this.program, 'mouse');
const materialTypeLoc = gl.getUniformLocation(this.program, 'materialType');
const brushRadiusLoc = gl.getUniformLocation(this.program, 'brushRadius');
const collisionTexLoc = gl.getUniformLocation(this.program, 'u_collisionTex');
if (!collisionTexLoc) {
console.error('Could not find u_collisionTex uniform 1');
}
if (collisionTexLoc !== null) {
gl.uniform1i(collisionTexLoc, 5); // Use texture unit 5
gl.activeTexture(gl.TEXTURE5);
gl.bindTexture(gl.TEXTURE_2D, this.collisionTex);
}
let mx = (this.pointer.x / gl.canvas.width) * this.bufferWidth;
let my = (1.0 - this.pointer.y / gl.canvas.height) * this.bufferHeight;
let mpx = (this.pointer.prevX / gl.canvas.width) * this.bufferWidth;
let mpy = (1.0 - this.pointer.prevY / gl.canvas.height) * this.bufferHeight;
let pressed = false;
gl.uniform1f(timeLoc, time * 0.001);
gl.uniform2f(resLoc, this.bufferWidth, this.bufferHeight);
gl.uniform1i(materialTypeLoc, this.materialType);
gl.uniform1f(brushRadiusLoc, this.brushRadius);
if (this.pointer.down || pressed) gl.uniform4f(mouseLoc, mx, my, mpx, mpy);
else gl.uniform4f(mouseLoc, -mx, -my, -mpx, -mpy);
const PASSES = 3;
for (let i = 0; i < PASSES; i++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo[this.swap]);
gl.viewport(0, 0, this.bufferWidth, this.bufferHeight);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.uniform1i(frameLoc, this.frames * PASSES + i);
gl.uniform1i(texLoc, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.tex[1 - this.swap]);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
this.swap = 1 - this.swap;
}
this.frames++;
}
private jfaPass() {
const gl = this.gl;
const JFA_PASSES = 5;
gl.useProgram(this.jfaShadowProgram);
const resLoc = gl.getUniformLocation(this.jfaShadowProgram, 'resolution');
const texLoc = gl.getUniformLocation(this.jfaShadowProgram, 'texR');
const texGLoc = gl.getUniformLocation(this.jfaShadowProgram, 'texG');
const texBLoc = gl.getUniformLocation(this.jfaShadowProgram, 'texB');
const stepSizeLoc = gl.getUniformLocation(this.jfaShadowProgram, 'stepSize');
const passCountLoc = gl.getUniformLocation(this.jfaShadowProgram, 'passCount');
const passIdxLoc = gl.getUniformLocation(this.jfaShadowProgram, 'passIndex');
gl.uniform2f(resLoc, this.bufferWidth, this.bufferHeight);
gl.uniform1i(texLoc, 0);
gl.uniform1i(texGLoc, 1);
gl.uniform1i(texBLoc, 2);
gl.uniform1i(passCountLoc, JFA_PASSES);
for (let i = 0; i < JFA_PASSES; i++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.shadowFbo[this.shadowSwap]);
gl.viewport(0, 0, this.bufferWidth, this.bufferHeight);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
const stepSize = Math.pow(2, JFA_PASSES - i - 1);
gl.uniform1f(stepSizeLoc, stepSize);
gl.uniform1i(passIdxLoc, i);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexR[1 - this.shadowSwap]);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexG[1 - this.shadowSwap]);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexB[1 - this.shadowSwap]);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
this.shadowSwap = 1 - this.shadowSwap;
}
}
private shadowPass() {
const gl = this.gl;
this.shadowSwap = 0;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.shadowFbo[this.shadowSwap]);
gl.viewport(0, 0, this.bufferWidth, this.bufferHeight);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(this.jfaInitProgram);
gl.bindVertexArray(this.vao);
const resLoc = gl.getUniformLocation(this.jfaInitProgram, 'resolution');
const texLoc = gl.getUniformLocation(this.jfaInitProgram, 'dataTex');
gl.uniform2f(resLoc, this.bufferWidth, this.bufferHeight);
gl.uniform1i(texLoc, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.tex[this.swap]);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
this.shadowSwap = 1 - this.shadowSwap;
}
private processResize() {
const gl = this.gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
this.bufferWidth = Math.ceil(gl.canvas.width / this.PIXELS_PER_PARTICLE);
this.bufferHeight = Math.ceil(gl.canvas.height / this.PIXELS_PER_PARTICLE);
// Update collision texture size
gl.bindTexture(gl.TEXTURE_2D, this.collisionTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
// Re-render collision data after resize
this.handleShapeTransform();
for (let i = 0; i < 2; i++) {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo[i]);
const newTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, newTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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);
gl.bindTexture(gl.TEXTURE_2D, newTex);
gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, this.bufferWidth, this.bufferHeight);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, newTex, 0);
gl.deleteTexture(this.tex[i]);
if (!this.tex[i]) {
throw new Error('Failed to create texture1');
}
if (!newTex) {
throw new Error('Failed to create texture2');
}
this.tex[i] = newTex;
}
for (let i = 0; i < 2; i++) {
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexR[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexG[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
gl.bindTexture(gl.TEXTURE_2D, this.shadowTexB[i]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
}
}
private createProgramFromStrings({
vertex,
fragment,
}: {
vertex: string;
fragment: string;
}): WebGLProgram | undefined {
const vertexShader = WebGLUtils.createShader(this.gl, this.gl.VERTEX_SHADER, vertex);
const fragmentShader = WebGLUtils.createShader(this.gl, this.gl.FRAGMENT_SHADER, fragment);
if (!vertexShader || !fragmentShader) {
console.error('Failed to create shaders');
return undefined;
}
return WebGLUtils.createProgram(this.gl, vertexShader, fragmentShader);
}
private collectShapeData() {
const positions: number[] = [];
const indices: number[] = [];
let vertexOffset = 0;
this.shapes.forEach((shape) => {
const rect = shape.getTransformDOMRect();
if (!rect) return;
// Get the transformed vertices in parent space
const transformedPoints = rect.vertices().map((point) => rect.toParentSpace(point));
// Convert the transformed points to buffer coordinates
const bufferPoints = transformedPoints.map((point) => this.convertToBufferCoordinates(point.x, point.y));
// Add vertices
bufferPoints.forEach((point) => {
positions.push(point.x, point.y);
});
// Add indices for two triangles
indices.push(vertexOffset, vertexOffset + 1, vertexOffset + 2, vertexOffset, vertexOffset + 2, vertexOffset + 3);
vertexOffset += 4;
});
const gl = this.gl;
// Update buffers with new data
gl.bindBuffer(gl.ARRAY_BUFFER, this.shapePositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.DYNAMIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.shapeIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.DYNAMIC_DRAW);
this.shapeIndexCount = indices.length;
}
private convertToBufferCoordinates(x: number, y: number) {
return {
x: (x / this.clientWidth) * 2 - 1,
y: -((y / this.clientHeight) * 2 - 1), // Flip Y coordinate
};
}
private updateCollisionTexture() {
const gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.collisionFbo);
gl.viewport(0, 0, this.bufferWidth, this.bufferHeight);
// Clear with transparent black (no collision)
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// Disable depth testing and blending
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
// Use collision shader program
gl.useProgram(this.collisionProgram);
gl.bindVertexArray(this.shapeVao);
// Draw all shapes
if (this.shapeIndexCount > 0) {
gl.drawElements(gl.TRIANGLES, this.shapeIndexCount, gl.UNSIGNED_SHORT, 0);
}
// Cleanup
gl.bindVertexArray(null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
private handleShapeTransform = () => {
// Recollect and update all shape data when any shape changes
// TODO: do this more piecemeal
this.collectShapeData();
this.updateCollisionTexture();
};
}

View File

@ -0,0 +1,5 @@
import { FolkSand } from '../folk-sand';
FolkSand.define();
export { FolkSand };

View File

@ -14,5 +14,5 @@
"lib": ["DOM", "DOM.Iterable", "ESNext", "WebWorker"],
"types": ["@webgpu/types", "@types/node", "bun-types"]
},
"include": ["src/**/*.ts", "demo/**/*.ts", "vite.config.ts"]
"include": ["src/**/*.ts", "demo/**/*.ts", "vite.config.ts", "globals.d.ts"]
}