cleanup
This commit is contained in:
parent
8f7ce62b5d
commit
a7804b27ac
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@ -1,37 +1,41 @@
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import { frag, vert } from './utils/tags.ts';
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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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/** 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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export class DistanceField extends HTMLElement {
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static tagName = 'distance-field';
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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 geometries: NodeListOf<Element>;
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private textures: WebGLTexture[] = [];
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private textures: WebGLTexture[] = [];
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private pingPongIndex: number = 0;
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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 canvas!: HTMLCanvasElement;
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private gl!: WebGL2RenderingContext;
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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 framebuffer!: WebGLFramebuffer;
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private framebuffer!: WebGLFramebuffer;
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private fullscreenQuadVAO!: WebGLVertexArrayObject;
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private fullscreenQuadVAO!: WebGLVertexArrayObject;
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private shapeVAO!: 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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constructor() {
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constructor() {
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super();
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super();
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this.geometries = document.querySelectorAll('fc-geometry');
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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(
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window.innerWidth,
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window.innerHeight,
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this // Pass the parent element
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);
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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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return;
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}
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}
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this.canvas = canvas;
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this.gl = gl;
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this.gl = gl;
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// Initialize shaders
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// Initialize shaders
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@ -49,9 +53,11 @@ export class DistanceField extends HTMLElement {
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window.addEventListener('resize', this.handleResize);
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window.addEventListener('resize', this.handleResize);
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}
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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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connectedCallback() {
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// Update distance field when geometries move or resize
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this.geometries.forEach((geometry) => {
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this.geometries.forEach((geometry) => {
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geometry.addEventListener('move', this.handleGeometryUpdate);
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geometry.addEventListener('move', this.handleGeometryUpdate);
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geometry.addEventListener('resize', this.handleGeometryUpdate);
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geometry.addEventListener('resize', this.handleGeometryUpdate);
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@ -59,7 +65,6 @@ export class DistanceField extends HTMLElement {
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}
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}
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disconnectedCallback() {
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disconnectedCallback() {
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// Remove event listeners
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this.geometries.forEach((geometry) => {
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this.geometries.forEach((geometry) => {
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geometry.removeEventListener('move', this.handleGeometryUpdate);
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geometry.removeEventListener('move', this.handleGeometryUpdate);
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geometry.removeEventListener('resize', this.handleGeometryUpdate);
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geometry.removeEventListener('resize', this.handleGeometryUpdate);
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@ -68,38 +73,11 @@ export class DistanceField extends HTMLElement {
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window.removeEventListener('resize', this.handleResize);
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window.removeEventListener('resize', this.handleResize);
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}
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}
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// Handle updates from geometries
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private handleGeometryUpdate = () => {
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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.initSeedPointRendering();
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this.runJFA();
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this.runJFA();
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};
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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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private initShaders() {
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// Shader sources
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// Shader sources
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const vertexShaderSource = vert`#version 300 es
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const vertexShaderSource = vert`#version 300 es
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@ -201,51 +179,18 @@ export class DistanceField extends HTMLElement {
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}
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}
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}
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}
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this.offsets = new Float32Array(offsets);
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// Compile JFA shaders using the utility function
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// Compile JFA shaders using the utility function
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this.program = this.compileShaderProgram(vertexShaderSource, fragmentShaderSource);
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this.jfaProgram = this.compileShaderProgram(vertexShaderSource, fragmentShaderSource);
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// Compile display shaders using the utility function
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// Compile display shaders using the utility function
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this.displayProgram = this.compileShaderProgram(displayVertexShaderSource, displayFragmentShaderSource);
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this.renderProgram = this.compileShaderProgram(displayVertexShaderSource, displayFragmentShaderSource);
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}
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}
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private compileShaderProgram(vertexSource: string, fragmentSource: string): WebGLProgram {
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private compileShaderProgram(vertexSource: string, fragmentSource: string): WebGLProgram {
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const gl = this.gl;
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const gl = this.gl;
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const vertexShader = this.createShader(gl.VERTEX_SHADER, vertexSource);
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const vertexShader = WebGLUtils.createShader(gl, gl.VERTEX_SHADER, vertexSource);
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const fragmentShader = this.createShader(gl.FRAGMENT_SHADER, fragmentSource);
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const fragmentShader = WebGLUtils.createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
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return this.createProgram(vertexShader, fragmentShader);
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return WebGLUtils.createProgram(gl, vertexShader, fragmentShader);
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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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}
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}
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private initPingPongTextures() {
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private initPingPongTextures() {
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
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// Use shader program
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// Use shader program
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gl.useProgram(this.program);
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gl.useProgram(this.jfaProgram);
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// Compute and set the offsets uniform
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// Compute and set the offsets uniform
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const offsets = this.computeOffsets(stepSize);
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const offsets = this.computeOffsets(stepSize);
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const offsetsLocation = gl.getUniformLocation(this.program, 'u_offsets');
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const offsetsLocation = gl.getUniformLocation(this.jfaProgram, 'u_offsets');
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gl.uniform2fv(offsetsLocation, offsets);
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gl.uniform2fv(offsetsLocation, offsets);
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// Bind input texture
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// Bind input texture
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gl.activeTexture(gl.TEXTURE0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, inputTexture);
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gl.bindTexture(gl.TEXTURE_2D, inputTexture);
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gl.uniform1i(gl.getUniformLocation(this.program, 'u_previousTexture'), 0);
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gl.uniform1i(gl.getUniformLocation(this.jfaProgram, 'u_previousTexture'), 0);
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// Draw a fullscreen quad
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// Draw a fullscreen quad
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this.drawFullscreenQuad();
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this.drawFullscreenQuad();
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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// Use display shader program
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// Use display shader program
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gl.useProgram(this.displayProgram);
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gl.useProgram(this.renderProgram);
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// Bind the final texture
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// Bind the final texture
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const finalTexture = this.textures[this.pingPongIndex % 2];
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const finalTexture = this.textures[this.pingPongIndex % 2];
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gl.activeTexture(gl.TEXTURE0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, finalTexture);
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gl.bindTexture(gl.TEXTURE_2D, finalTexture);
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gl.uniform1i(gl.getUniformLocation(this.displayProgram, 'u_texture'), 0);
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gl.uniform1i(gl.getUniformLocation(this.renderProgram, 'u_texture'), 0);
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// Draw a fullscreen quad
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// Draw a fullscreen quad
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this.drawFullscreenQuad();
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this.drawFullscreenQuad();
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
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gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
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const positionAttributeLocation = gl.getAttribLocation(this.program, 'a_position');
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const positionAttributeLocation = gl.getAttribLocation(this.jfaProgram, 'a_position');
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.vertexAttribPointer(
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gl.vertexAttribPointer(
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positionAttributeLocation,
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positionAttributeLocation,
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// Handle window resize
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// Handle window resize
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private handleResize = () => {
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private handleResize = () => {
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console.log('handleResize');
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const gl = this.gl;
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const gl = this.gl;
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// Update canvas size
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// Update canvas size
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// Re-initialize textures with the new dimensions
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// Re-initialize textures with the new dimensions
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this.initPingPongTextures();
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this.initPingPongTextures();
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// Update uniforms dependent on canvas size
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this.updateCanvasSizeUniforms();
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// Re-initialize seed point rendering to update positions
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// Re-initialize seed point rendering to update positions
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this.initSeedPointRendering();
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this.initSeedPointRendering();
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}
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}
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return new Float32Array(offsets);
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return new Float32Array(offsets);
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}
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}
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private updateCanvasSizeUniforms() {
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const gl = this.gl;
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// Update seedProgram's canvas size uniform
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gl.useProgram(this.seedProgram);
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const canvasSizeLocation = gl.getUniformLocation(this.seedProgram, 'u_canvasSize');
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gl.uniform2f(canvasSizeLocation, this.canvas.width, this.canvas.height);
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// Update other programs if necessary
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}
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}
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}
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export class WebGLUtils {
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static createShader(gl: WebGL2RenderingContext, type: GLenum, source: string): WebGLShader {
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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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const error = gl.getShaderInfoLog(shader);
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gl.deleteShader(shader);
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throw new Error(`Shader compilation failed: ${error}`);
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}
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return shader;
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}
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static createProgram(
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gl: WebGL2RenderingContext,
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vertexShader: WebGLShader,
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fragmentShader: WebGLShader
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): WebGLProgram {
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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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const error = gl.getProgramInfoLog(program);
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gl.deleteProgram(program);
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throw new Error(`Program linking failed: ${error}`);
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}
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return program;
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}
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static createWebGLCanvas(
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width: number,
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height: number,
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parent: HTMLElement
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): { gl: WebGL2RenderingContext | undefined; canvas: HTMLCanvasElement } {
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const canvas = document.createElement('canvas');
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// Set canvas styles
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canvas.style.position = 'absolute';
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canvas.style.top = '0';
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canvas.style.left = '0';
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canvas.style.width = '100%';
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canvas.style.height = '100%';
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canvas.style.zIndex = '-1';
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canvas.width = width;
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canvas.height = height;
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// Initialize WebGL2 context
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const gl = canvas.getContext('webgl2');
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if (!gl) {
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console.error('WebGL2 is not available.');
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return { gl: undefined, canvas };
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}
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parent.appendChild(canvas);
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return { gl, canvas };
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}
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}
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