704 lines
24 KiB
TypeScript
704 lines
24 KiB
TypeScript
import { DOMRectTransform, WebGLUtils } from '@lib';
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import { css, PropertyValues } from '@lit/reactive-element';
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import { FolkBaseSet } from './folk-base-set.ts';
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import {
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collisionFragmentShader,
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collisionVertexShader,
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distanceFieldInitShader,
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distanceFieldPropagationShader,
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simulationShader,
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vertexShader,
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visualizationShader,
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} from './folk-sand.glsl.ts';
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export class FolkSand extends FolkBaseSet {
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static override tagName = 'folk-sand';
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static styles = [
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FolkBaseSet.styles,
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css`
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canvas {
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height: 100%;
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width: 100%;
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pointer-events: auto;
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}
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`,
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];
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private canvas = document.createElement('canvas');
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private gl!: WebGL2RenderingContext;
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private program!: WebGLProgram;
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private blitProgram!: WebGLProgram;
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private jfaShadowProgram!: WebGLProgram;
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private jfaInitProgram!: WebGLProgram;
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private vao!: WebGLVertexArrayObject;
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private posBuffer!: WebGLBuffer;
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private bufferWidth!: number;
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private bufferHeight!: number;
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private fbo: WebGLFramebuffer[] = [];
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private tex: WebGLTexture[] = [];
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private shadowFbo: WebGLFramebuffer[] = [];
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private shadowTexR: WebGLTexture[] = [];
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private shadowTexG: WebGLTexture[] = [];
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private shadowTexB: WebGLTexture[] = [];
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private pointer = {
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x: -1,
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y: -1,
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prevX: -1,
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prevY: -1,
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down: false,
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};
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private materialType = 4;
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private brushRadius = 5;
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private frames = 0;
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private swap = 0;
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private shadowSwap = 0;
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private PIXELS_PER_PARTICLE = 4;
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private PIXEL_RATIO = window.devicePixelRatio || 1;
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private collisionProgram!: WebGLProgram;
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private collisionFbo!: WebGLFramebuffer;
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private collisionTex!: WebGLTexture;
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private shapeVao!: WebGLVertexArrayObject;
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private shapePositionBuffer!: WebGLBuffer;
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private shapeIndexBuffer!: WebGLBuffer;
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private shapeIndexCount = 0;
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onMaterialChange?: (type: number) => void;
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connectedCallback(): void {
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super.connectedCallback();
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this.renderRoot.appendChild(this.canvas);
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this.initializeWebGL();
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this.initializeSimulation();
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this.initializeCollisionDetection();
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this.attachEventListeners();
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this.handleShapeTransform();
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this.render();
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}
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disconnectedCallback() {
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super.disconnectedCallback();
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this.detachEventListeners();
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}
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private initializeWebGL() {
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this.gl = this.canvas.getContext('webgl2')!;
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if (!this.gl) {
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console.error('WebGL2 context not available!');
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}
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if (!this.gl.getExtension('EXT_color_buffer_float')) {
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console.error('need EXT_color_buffer_float');
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}
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if (!this.gl.getExtension('OES_texture_float_linear')) {
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console.error('need OES_texture_float_linear');
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}
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}
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private initializeSimulation() {
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// Create shaders and programs
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this.program = this.createProgramFromStrings({
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vertex: vertexShader,
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fragment: simulationShader,
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})!;
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this.blitProgram = this.createProgramFromStrings({
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vertex: vertexShader,
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fragment: visualizationShader,
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})!;
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this.jfaShadowProgram = this.createProgramFromStrings({
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vertex: vertexShader,
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fragment: distanceFieldPropagationShader,
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})!;
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this.jfaInitProgram = this.createProgramFromStrings({
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vertex: vertexShader,
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fragment: distanceFieldInitShader,
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})!;
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// Setup buffers and vertex arrays
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this.setupBuffers();
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// Initialize framebuffers and textures
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this.initializeFramebuffers();
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}
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private initializeCollisionDetection() {
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const gl = this.gl;
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const collisionProgram = this.createProgramFromStrings({
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vertex: collisionVertexShader,
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fragment: collisionFragmentShader,
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});
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if (!collisionProgram) {
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console.error('Failed to create collision program');
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return;
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}
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// Create collision shader program
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this.collisionProgram = collisionProgram!;
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// Create collision texture
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this.collisionTex = gl.createTexture()!;
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gl.bindTexture(gl.TEXTURE_2D, this.collisionTex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// Create collision framebuffer
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this.collisionFbo = gl.createFramebuffer()!;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.collisionFbo);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.collisionTex, 0);
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// Initialize shape buffers with larger initial sizes
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this.shapeVao = gl.createVertexArray()!;
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gl.bindVertexArray(this.shapeVao);
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this.shapePositionBuffer = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, this.shapePositionBuffer);
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// Allocate space for up to 100 shapes (400 vertices)
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gl.bufferData(gl.ARRAY_BUFFER, 4 * 2 * 100 * Float32Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW);
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this.shapeIndexBuffer = gl.createBuffer()!;
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.shapeIndexBuffer);
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// Allocate space for up to 100 shapes (600 indices)
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, 6 * 100 * Uint16Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW);
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// Set up vertex attributes
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const posAttribLoc = gl.getAttribLocation(this.collisionProgram, 'aPosition');
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gl.enableVertexAttribArray(posAttribLoc);
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gl.vertexAttribPointer(posAttribLoc, 2, gl.FLOAT, false, 0, 0);
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gl.bindVertexArray(null);
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}
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private setupBuffers() {
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const gl = this.gl;
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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];
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this.posBuffer = gl.createBuffer()!;
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gl.bindBuffer(gl.ARRAY_BUFFER, this.posBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(quad), gl.STATIC_DRAW);
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this.vao = gl.createVertexArray()!;
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gl.bindVertexArray(this.vao);
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const posAttribLoc = gl.getAttribLocation(this.program, 'aPosition');
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const uvAttribLoc = gl.getAttribLocation(this.program, 'aUv');
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gl.vertexAttribPointer(posAttribLoc, 2, gl.FLOAT, false, 16, 0);
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gl.enableVertexAttribArray(posAttribLoc);
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gl.vertexAttribPointer(uvAttribLoc, 2, gl.FLOAT, false, 16, 8);
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gl.enableVertexAttribArray(uvAttribLoc);
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}
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private initializeFramebuffers() {
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const gl = this.gl;
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this.resizeCanvas();
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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this.bufferWidth = Math.ceil(gl.canvas.width / this.PIXELS_PER_PARTICLE);
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this.bufferHeight = Math.ceil(gl.canvas.height / this.PIXELS_PER_PARTICLE);
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// Initialize framebuffers and textures for simulation
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for (let i = 0; i < 2; i++) {
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// Create textures
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this.tex[i] = gl.createTexture()!;
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gl.bindTexture(gl.TEXTURE_2D, this.tex[i]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// Create framebuffers
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this.fbo[i] = gl.createFramebuffer()!;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo[i]);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.tex[i], 0);
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// Setup shadow textures
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this.shadowTexR[i] = gl.createTexture()!;
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gl.bindTexture(gl.TEXTURE_2D, this.shadowTexR[i]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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this.shadowTexG[i] = gl.createTexture()!;
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gl.bindTexture(gl.TEXTURE_2D, this.shadowTexG[i]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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this.shadowTexB[i] = gl.createTexture()!;
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gl.bindTexture(gl.TEXTURE_2D, this.shadowTexB[i]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, this.bufferWidth, this.bufferHeight, 0, gl.RGBA, gl.FLOAT, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// Setup shadow framebuffers
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this.shadowFbo[i] = gl.createFramebuffer()!;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.shadowFbo[i]);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.shadowTexR[i], 0);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, this.shadowTexG[i], 0);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, this.shadowTexB[i], 0);
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// Set up draw buffers for the shadow FBO
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gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]);
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}
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}
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private attachEventListeners() {
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this.canvas.addEventListener('pointerdown', this.handlePointerDown);
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this.canvas.addEventListener('pointermove', this.handlePointerMove);
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this.canvas.addEventListener('pointerup', this.handlePointerUp);
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document.addEventListener('keydown', this.handleKeyDown);
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}
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private detachEventListeners() {
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this.canvas.removeEventListener('pointerdown', this.handlePointerDown);
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this.canvas.removeEventListener('pointermove', this.handlePointerMove);
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this.canvas.removeEventListener('pointerup', this.handlePointerUp);
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document.removeEventListener('keydown', this.handleKeyDown);
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}
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private handlePointerMove = (event: PointerEvent) => {
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const rect = this.canvas.getBoundingClientRect();
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const x = event.clientX - rect.left;
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const y = event.clientY - rect.top;
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// Update previous position before setting new position
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this.pointer.prevX = this.pointer.x;
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this.pointer.prevY = this.pointer.y;
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// Scale coordinates relative to canvas size
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this.pointer.x = (x / rect.width) * this.canvas.width;
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this.pointer.y = (y / rect.height) * this.canvas.height;
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};
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private handlePointerDown = (event: PointerEvent) => {
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const rect = this.canvas.getBoundingClientRect();
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const x = event.clientX - rect.left;
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const y = event.clientY - rect.top;
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// Scale coordinates relative to canvas size
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this.pointer.x = (x / rect.width) * this.canvas.width;
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this.pointer.y = (y / rect.height) * this.canvas.height;
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this.pointer.prevX = this.pointer.x;
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this.pointer.prevY = this.pointer.y;
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this.pointer.down = true;
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};
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private handlePointerUp = () => {
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this.pointer.down = false;
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};
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private handleKeyDown = (event: KeyboardEvent) => {
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const key = parseInt(event.key);
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if (!isNaN(key)) {
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this.setMaterialType(key);
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}
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};
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private setMaterialType(type: number) {
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this.materialType = Math.min(Math.max(type, 0), 9);
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this.onMaterialChange?.(this.materialType);
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}
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private resizeCanvas() {
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const width = (this.canvas.clientWidth * this.PIXEL_RATIO) | 0;
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const height = (this.canvas.clientHeight * this.PIXEL_RATIO) | 0;
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if (this.canvas.width !== width || this.canvas.height !== height) {
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this.canvas.width = width;
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this.canvas.height = height;
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return true;
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}
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return false;
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}
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private render = (time: number = performance.now()) => {
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if (this.resizeCanvas()) {
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this.processResize();
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}
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this.simulationPass(time);
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this.shadowPass();
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this.jfaPass();
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this.renderPass(time);
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this.pointer.prevX = this.pointer.x;
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this.pointer.prevY = this.pointer.y;
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requestAnimationFrame(this.render);
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};
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private renderPass(time: number) {
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const gl = this.gl;
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.drawBuffers([gl.BACK]);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.useProgram(this.blitProgram);
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gl.bindVertexArray(this.vao);
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const timeLoc = gl.getUniformLocation(this.blitProgram, 'time');
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const resLoc = gl.getUniformLocation(this.blitProgram, 'resolution');
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const texLoc = gl.getUniformLocation(this.blitProgram, 'tex');
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const shadowTexLoc = gl.getUniformLocation(this.blitProgram, 'shadowTexR');
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const shadowTexGLoc = gl.getUniformLocation(this.blitProgram, 'shadowTexG');
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const shadowTexBLoc = gl.getUniformLocation(this.blitProgram, 'shadowTexB');
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const scaleLoc = gl.getUniformLocation(this.blitProgram, 'scale');
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const texResLoc = gl.getUniformLocation(this.blitProgram, 'texResolution');
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const texScaleLoc = gl.getUniformLocation(this.blitProgram, 'texScale');
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gl.uniform1f(timeLoc, time * 0.001);
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gl.uniform2f(resLoc, gl.canvas.width, gl.canvas.height);
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gl.uniform2f(texResLoc, this.bufferWidth, this.bufferHeight);
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gl.uniform1f(texScaleLoc, this.PIXELS_PER_PARTICLE);
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gl.uniform1f(scaleLoc, 1.0);
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gl.uniform1i(texLoc, 0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.tex[this.swap]);
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gl.uniform1i(shadowTexLoc, 1);
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gl.uniform1i(shadowTexGLoc, 2);
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gl.uniform1i(shadowTexBLoc, 3);
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, this.shadowTexR[1 - this.shadowSwap]);
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gl.activeTexture(gl.TEXTURE2);
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gl.bindTexture(gl.TEXTURE_2D, this.shadowTexG[1 - this.shadowSwap]);
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gl.activeTexture(gl.TEXTURE3);
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gl.bindTexture(gl.TEXTURE_2D, this.shadowTexB[1 - this.shadowSwap]);
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gl.activeTexture(gl.TEXTURE4);
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gl.bindTexture(gl.TEXTURE_2D, this.collisionTex);
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gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
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}
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private simulationPass(time: number) {
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const gl = this.gl;
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gl.useProgram(this.program);
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gl.bindVertexArray(this.vao);
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const timeLoc = gl.getUniformLocation(this.program, 'time');
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const frameLoc = gl.getUniformLocation(this.program, 'frame');
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const resLoc = gl.getUniformLocation(this.program, 'resolution');
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const texLoc = gl.getUniformLocation(this.program, 'tex');
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const mouseLoc = gl.getUniformLocation(this.program, 'mouse');
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const materialTypeLoc = gl.getUniformLocation(this.program, 'materialType');
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const brushRadiusLoc = gl.getUniformLocation(this.program, 'brushRadius');
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const collisionTexLoc = gl.getUniformLocation(this.program, 'u_collisionTex');
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if (!collisionTexLoc) {
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console.error('Could not find u_collisionTex uniform 1');
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}
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if (collisionTexLoc !== null) {
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gl.uniform1i(collisionTexLoc, 5); // Use texture unit 5
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gl.activeTexture(gl.TEXTURE5);
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gl.bindTexture(gl.TEXTURE_2D, this.collisionTex);
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}
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let mx = (this.pointer.x / gl.canvas.width) * this.bufferWidth;
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let my = (1.0 - this.pointer.y / gl.canvas.height) * this.bufferHeight;
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let mpx = (this.pointer.prevX / gl.canvas.width) * this.bufferWidth;
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let mpy = (1.0 - this.pointer.prevY / gl.canvas.height) * this.bufferHeight;
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let pressed = false;
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gl.uniform1f(timeLoc, time * 0.001);
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gl.uniform2f(resLoc, this.bufferWidth, this.bufferHeight);
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gl.uniform1i(materialTypeLoc, this.materialType);
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gl.uniform1f(brushRadiusLoc, this.brushRadius);
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if (this.pointer.down || pressed) gl.uniform4f(mouseLoc, mx, my, mpx, mpy);
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else gl.uniform4f(mouseLoc, -mx, -my, -mpx, -mpy);
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const PASSES = 3;
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for (let i = 0; i < PASSES; i++) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.fbo[this.swap]);
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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.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);
|
|
|
|
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.sourceRects.forEach((rect) => {
|
|
// Get the transformed vertices in parent space
|
|
let transformedPoints;
|
|
|
|
if (rect instanceof DOMRectTransform) {
|
|
transformedPoints = rect.vertices().map((point) => rect.toParentSpace(point));
|
|
} else {
|
|
transformedPoints = [
|
|
{ x: rect.left, y: rect.top },
|
|
{ x: rect.right, y: rect.top },
|
|
{ x: rect.left, y: rect.bottom },
|
|
{ x: rect.right, y: rect.bottom },
|
|
];
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
override update(changedProperties: PropertyValues<this>) {
|
|
super.update(changedProperties);
|
|
|
|
if (this.sourcesMap.size !== this.sourceElements.size) return;
|
|
|
|
this.handleShapeTransform();
|
|
}
|
|
|
|
private handleShapeTransform() {
|
|
// Recollect and update all shape data when any shape changes
|
|
// TODO: do this more piecemeal
|
|
this.collectShapeData();
|
|
this.updateCollisionTexture();
|
|
}
|
|
}
|