755 lines
24 KiB
TypeScript
755 lines
24 KiB
TypeScript
import { DOMRectTransform } from '@lib/DOMRectTransform.ts';
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import { Point } from '@lib/types.ts';
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import { glsl } from '@lib/tags.ts';
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import { WebGLUtils } from '@lib/webgl.ts';
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import { FolkBaseSet } from './folk-base-set.ts';
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import { PropertyValues } from '@lit/reactive-element';
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/**
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* The DistanceField class calculates a distance field using the Jump Flooding Algorithm (JFA) in WebGL.
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* It renders shapes as seed points and computes the distance from each pixel to the nearest seed point.
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* Previous CPU-based implementation: github.com/folk-canvas/folk-canvas/commit/fdd7fb9d84d93ad665875cad25783c232fd17bcc
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*/
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export class FolkDistanceField extends FolkBaseSet {
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static override tagName = 'folk-distance-field';
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static readonly MAX_DISTANCE = 99999.0;
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private canvas!: HTMLCanvasElement;
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private glContext!: WebGL2RenderingContext;
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private framebuffer!: WebGLFramebuffer;
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private fullscreenQuadVAO!: WebGLVertexArrayObject;
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private jfaProgram!: WebGLProgram; // Shader program for the Jump Flooding Algorithm
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private renderProgram!: WebGLProgram; // Shader program for final rendering
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private seedProgram!: WebGLProgram; // Shader program for rendering seed points
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/**
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* Groups data for handling different sets of shapes.
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* 'mergeA' and 'mergeB' shapes will have their distance fields merged in rendering,
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* while 'others' will be processed separately.
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*/
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private groups: {
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[groupName: string]: {
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textures: WebGLTexture[];
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isPingTexture: boolean;
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shapeVAO: WebGLVertexArrayObject;
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positionBuffer: WebGLBuffer | null;
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};
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} = {};
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// Add class property to store Float32Arrays
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private groupBuffers: {
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[groupName: string]: Float32Array;
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} = {};
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connectedCallback() {
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super.connectedCallback();
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// Initialize groups for 'mergeA', 'mergeB', and 'others'
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this.groups = {
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mergeA: {
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textures: [],
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isPingTexture: true,
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shapeVAO: null!,
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positionBuffer: null,
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},
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mergeB: {
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textures: [],
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isPingTexture: true,
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shapeVAO: null!,
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positionBuffer: null,
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},
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others: {
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textures: [],
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isPingTexture: true,
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shapeVAO: null!,
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positionBuffer: null,
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},
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};
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this.initWebGL();
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this.initShaders();
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this.initPingPongTextures();
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window.addEventListener('resize', this.handleResize);
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}
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disconnectedCallback() {
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super.disconnectedCallback();
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window.removeEventListener('resize', this.handleResize);
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this.cleanupWebGLResources();
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}
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private initWebGL() {
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const { gl, canvas } = WebGLUtils.createWebGLCanvas(this.clientWidth, this.clientHeight);
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if (!gl || !canvas) {
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throw new Error('Failed to initialize WebGL context.');
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}
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this.canvas = canvas;
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this.renderRoot.prepend(canvas);
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this.glContext = gl;
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// Create framebuffer object
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this.framebuffer = gl.createFramebuffer();
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if (!this.framebuffer) {
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throw new Error('Failed to create framebuffer.');
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}
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}
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/**
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* Handles updates to geometry elements by re-initializing seed points and rerunning the JFA.
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*/
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override update(changedProperties: PropertyValues<this>) {
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super.update(changedProperties);
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if (this.sourcesMap.size !== this.sourceElements.size) return;
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this.populateSeedPoints();
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this.runJumpFloodingAlgorithm();
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}
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/**
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* Initializes all shader programs used in rendering.
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*/
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private initShaders() {
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this.jfaProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, jfaFragShader);
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this.renderProgram = WebGLUtils.createShaderProgram(this.glContext, commonVertShader, renderFragShader);
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this.seedProgram = WebGLUtils.createShaderProgram(this.glContext, seedVertShader, seedFragShader);
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}
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/**
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* Initializes textures and framebuffer for ping-pong rendering.
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* Supports separate textures for 'mergeA', 'mergeB', and 'others' groups.
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*/
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private initPingPongTextures() {
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// Initialize textures for each group
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for (const groupName in this.groups) {
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this.groups[groupName].textures = this.createPingPongTextures();
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this.groups[groupName].isPingTexture = true;
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}
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}
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/**
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* Utility method to create ping-pong textures.
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*/
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private createPingPongTextures(): WebGLTexture[] {
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const gl = this.glContext;
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const width = this.canvas.width;
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const height = this.canvas.height;
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const textures: WebGLTexture[] = [];
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// Enable the EXT_color_buffer_half_float extension for high-precision floating-point textures
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const ext = gl.getExtension('EXT_color_buffer_half_float');
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if (!ext) {
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console.error('EXT_color_buffer_half_float extension is not supported.');
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return textures;
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}
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for (let i = 0; i < 2; i++) {
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const texture = gl.createTexture()!;
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Set texture parameters
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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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// Use high-precision format for accurate distance calculations
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null);
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textures.push(texture);
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}
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return textures;
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}
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/**
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* Populates seed points and assigns shapes to 'mergeA', 'mergeB', or 'others' groups.
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* Shapes with index 0 and 1 are assigned to 'mergeA' and 'mergeB' respectively.
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*/
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private populateSeedPoints() {
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const gl = this.glContext;
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const groupPositions: { [groupName: string]: number[] } = {
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mergeA: [],
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mergeB: [],
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others: [],
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};
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const containerWidth = this.clientWidth;
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const containerHeight = this.clientHeight;
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// Collect positions and assign shapes to groups
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this.sourceRects.forEach((rect, index) => {
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let topLeftParent: Point;
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let topRightParent: Point;
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let bottomLeftParent: Point;
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let bottomRightParent: Point;
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if (rect instanceof DOMRectTransform) {
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topLeftParent = rect.toParentSpace(rect.topLeft);
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topRightParent = rect.toParentSpace(rect.topRight);
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bottomLeftParent = rect.toParentSpace(rect.bottomLeft);
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bottomRightParent = rect.toParentSpace(rect.bottomRight);
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} else {
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topLeftParent = { x: rect.left, y: rect.top };
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topRightParent = { x: rect.right, y: rect.top };
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bottomLeftParent = { x: rect.left, y: rect.bottom };
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bottomRightParent = { x: rect.right, y: rect.bottom };
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}
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// Convert rotated coordinates to NDC using container dimensions
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const x1 = (topLeftParent.x / containerWidth) * 2 - 1;
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const y1 = -((topLeftParent.y / containerHeight) * 2 - 1);
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const x2 = (topRightParent.x / containerWidth) * 2 - 1;
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const y2 = -((topRightParent.y / containerHeight) * 2 - 1);
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const x3 = (bottomLeftParent.x / containerWidth) * 2 - 1;
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const y3 = -((bottomLeftParent.y / containerHeight) * 2 - 1);
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const x4 = (bottomRightParent.x / containerWidth) * 2 - 1;
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const y4 = -((bottomRightParent.y / containerHeight) * 2 - 1);
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const shapeID = index + 1; // Avoid zero to prevent hash function issues
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// Represent each rectangle as two triangles, including shapeID as the z component
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const rectPositions = [
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x1,
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y1,
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shapeID,
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x2,
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y2,
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shapeID,
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x3,
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y3,
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shapeID,
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x3,
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y3,
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shapeID,
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x2,
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y2,
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shapeID,
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x4,
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y4,
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shapeID,
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];
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// Assign shapes to groups based on index or any other criteria
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let groupName: string;
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if (index === 0) {
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groupName = 'mergeA';
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} else if (index === 1) {
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groupName = 'mergeB';
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} else {
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groupName = 'others';
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}
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groupPositions[groupName].push(...rectPositions);
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});
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// Initialize buffers and VAOs for each group
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for (const groupName in groupPositions) {
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const positions = groupPositions[groupName];
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const group = this.groups[groupName];
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if (!group.shapeVAO) {
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// First time initialization
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group.shapeVAO = gl.createVertexArray()!;
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gl.bindVertexArray(group.shapeVAO);
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group.positionBuffer = gl.createBuffer()!;
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// Create and store the Float32Array
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this.groupBuffers[groupName] = new Float32Array(positions);
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gl.bindBuffer(gl.ARRAY_BUFFER, group.positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.groupBuffers[groupName], gl.DYNAMIC_DRAW);
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const positionLocation = gl.getAttribLocation(this.seedProgram, 'a_position');
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gl.enableVertexAttribArray(positionLocation);
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gl.vertexAttribPointer(positionLocation, 3, gl.FLOAT, false, 0, 0);
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gl.bindVertexArray(null);
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} else {
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// Reuse existing Float32Array if size hasn't changed
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const existingArray = this.groupBuffers[groupName];
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if (positions.length !== existingArray.length) {
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// Only create new array if size changed
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this.groupBuffers[groupName] = new Float32Array(positions);
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gl.bindBuffer(gl.ARRAY_BUFFER, group.positionBuffer!);
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gl.bufferData(gl.ARRAY_BUFFER, this.groupBuffers[groupName], gl.DYNAMIC_DRAW);
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} else {
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// Reuse existing array
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existingArray.set(positions);
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gl.bindBuffer(gl.ARRAY_BUFFER, group.positionBuffer!);
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gl.bufferData(gl.ARRAY_BUFFER, existingArray, gl.DYNAMIC_DRAW);
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}
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}
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}
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// Render the seed points into the textures for each group
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for (const groupName in groupPositions) {
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const positions = groupPositions[groupName];
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const vertexCount = positions.length / 3;
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this.renderSeedPointsForGroup(
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this.groups[groupName].shapeVAO,
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this.groups[groupName].textures[this.groups[groupName].isPingTexture ? 0 : 1],
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vertexCount
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);
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}
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}
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/**
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* Utility method to render seed points for a given group.
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*/
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private renderSeedPointsForGroup(vao: WebGLVertexArrayObject, seedTexture: WebGLTexture, vertexCount: number) {
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const gl = this.glContext;
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// Bind framebuffer to render to the seed texture
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, seedTexture, 0);
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// Clear the texture with a large initial distance
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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gl.clearColor(0.0, 0.0, 0.0, FolkDistanceField.MAX_DISTANCE);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Use the seed shader program
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gl.useProgram(this.seedProgram);
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// Set the canvas size uniform
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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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// Bind VAO and draw shapes
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gl.bindVertexArray(vao);
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gl.drawArrays(gl.TRIANGLES, 0, vertexCount);
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gl.bindVertexArray(null);
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// Unbind framebuffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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}
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/**
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* Executes the Jump Flooding Algorithm (JFA) for each group separately.
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* 'mergeA' and 'mergeB' groups will have their distance fields merged in rendering.
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*/
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private runJumpFloodingAlgorithm() {
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// Compute initial step size
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let stepSize = 1 << Math.floor(Math.log2(Math.max(this.canvas.width, this.canvas.height)));
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// Perform passes with decreasing step sizes for each group
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for (const groupName in this.groups) {
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const group = this.groups[groupName];
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const textures = group.textures;
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let isPingTexture = group.isPingTexture;
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for (let size = stepSize; size >= 1; size >>= 1) {
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this.renderPass(size, textures, isPingTexture);
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isPingTexture = !isPingTexture;
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}
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group.isPingTexture = isPingTexture; // Update the ping-pong status
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}
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// Render the final result to the screen
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this.renderToScreen();
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}
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/**
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* Performs a single pass of the Jump Flooding Algorithm with a given step size for a specific distance field.
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*/
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private renderPass(stepSize: number, textures: WebGLTexture[], isPingTexture: boolean) {
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const gl = this.glContext;
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// Swap textures for ping-pong rendering
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const inputTexture = isPingTexture ? textures[0] : textures[1];
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const outputTexture = isPingTexture ? textures[1] : textures[0];
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// Bind framebuffer to output texture
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
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// Use the JFA shader program
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gl.useProgram(this.jfaProgram);
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// Compute and set the offsets uniform for neighboring pixels
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const offsets = this.computeOffsets(stepSize);
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const offsetsLocation = gl.getUniformLocation(this.jfaProgram, 'u_offsets');
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gl.uniform2fv(offsetsLocation, offsets);
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// Bind input texture containing the previous step's results
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, inputTexture);
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gl.uniform1i(gl.getUniformLocation(this.jfaProgram, 'u_previousTexture'), 0);
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// Draw a fullscreen quad to process all pixels
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this.drawFullscreenQuad();
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// Unbind framebuffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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}
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/**
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* Renders the final distance field to the screen using the render shader program.
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* Merges 'mergeA' and 'mergeB' distance fields during rendering, while 'others' are not merged.
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*/
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private renderToScreen() {
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const gl = this.glContext;
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// Unbind framebuffer to render directly to the canvas
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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// Use the render shader program
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gl.useProgram(this.renderProgram);
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// Bind the final textures from each group
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let textureUnit = 0;
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for (const groupName in this.groups) {
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const group = this.groups[groupName];
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const finalTexture = group.textures[group.isPingTexture ? 0 : 1];
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gl.activeTexture(gl.TEXTURE0 + textureUnit);
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gl.bindTexture(gl.TEXTURE_2D, finalTexture);
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gl.uniform1i(gl.getUniformLocation(this.renderProgram, `u_texture_${groupName}`), textureUnit);
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textureUnit++;
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}
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// Draw a fullscreen quad to display the result
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this.drawFullscreenQuad();
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}
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/**
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* Draws a fullscreen quad to cover the entire canvas.
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* This is used in shader passes where every pixel needs to be processed.
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*/
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private drawFullscreenQuad() {
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const gl = this.glContext;
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// Initialize the quad geometry if it hasn't been done yet
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if (!this.fullscreenQuadVAO) {
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this.initFullscreenQuad();
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}
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gl.bindVertexArray(this.fullscreenQuadVAO);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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gl.bindVertexArray(null);
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}
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/**
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* Initializes the geometry and buffers for the fullscreen quad.
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*/
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private initFullscreenQuad() {
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const gl = this.glContext;
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// Define positions for a quad covering the entire screen
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const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
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this.fullscreenQuadVAO = gl.createVertexArray()!;
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gl.bindVertexArray(this.fullscreenQuadVAO);
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const positionBuffer = gl.createBuffer()!;
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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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const positionAttributeLocation = gl.getAttribLocation(this.jfaProgram, 'a_position');
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gl.enableVertexAttribArray(positionAttributeLocation);
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gl.vertexAttribPointer(
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positionAttributeLocation,
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2, // size (x, y)
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gl.FLOAT, // type
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false, // normalize
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0, // stride
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0 // offset
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);
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gl.bindVertexArray(null);
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}
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/**
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* Handles window resize events by updating canvas size, re-initializing textures and seed points,
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* and rerunning the Jump Flooding Algorithm.
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*/
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private handleResize = () => {
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const gl = this.glContext;
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// Update canvas size to match the container instead of window
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this.canvas.width = this.clientWidth;
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this.canvas.height = this.clientHeight;
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// Update the viewport
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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// Re-initialize textures with the new dimensions
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this.initPingPongTextures();
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// Re-initialize seed point rendering to update positions
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this.populateSeedPoints();
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// Rerun the Jump Flooding Algorithm with the new sizes
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this.runJumpFloodingAlgorithm();
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};
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/**
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* Computes the offsets to sample neighboring pixels based on the current step size.
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* These offsets are used in the JFA shader to determine where to look for potential nearer seed points.
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* @param stepSize The current step size for neighbor sampling.
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* @returns A Float32Array of offsets.
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*/
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private computeOffsets(stepSize: number): Float32Array {
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const aspectRatio = this.canvas.width / this.canvas.height;
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const offsets: number[] = [];
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for (let y = -1; y <= 1; y++) {
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for (let x = -1; x <= 1; x++) {
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// Adjust x offset by aspect ratio to maintain uniform distances
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offsets.push((x * stepSize * aspectRatio) / this.canvas.width, (y * stepSize) / this.canvas.height);
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}
|
|
}
|
|
return new Float32Array(offsets);
|
|
}
|
|
|
|
/**
|
|
* Cleans up WebGL resources to prevent memory leaks.
|
|
* This is called when the element is disconnected from the DOM.
|
|
*/
|
|
private cleanupWebGLResources() {
|
|
const gl = this.glContext;
|
|
|
|
// Delete resources for each group
|
|
for (const groupName in this.groups) {
|
|
const group = this.groups[groupName];
|
|
|
|
// Delete textures
|
|
group.textures.forEach((texture) => gl.deleteTexture(texture));
|
|
group.textures = [];
|
|
|
|
// Delete VAOs
|
|
if (group.shapeVAO) {
|
|
gl.deleteVertexArray(group.shapeVAO);
|
|
}
|
|
|
|
// Delete buffers
|
|
if (group.positionBuffer) {
|
|
gl.deleteBuffer(group.positionBuffer);
|
|
}
|
|
}
|
|
|
|
// Delete framebuffer
|
|
if (this.framebuffer) {
|
|
gl.deleteFramebuffer(this.framebuffer);
|
|
}
|
|
|
|
// Delete fullscreen quad VAO
|
|
if (this.fullscreenQuadVAO) {
|
|
gl.deleteVertexArray(this.fullscreenQuadVAO);
|
|
}
|
|
|
|
// Delete shader programs
|
|
if (this.jfaProgram) {
|
|
gl.deleteProgram(this.jfaProgram);
|
|
}
|
|
if (this.renderProgram) {
|
|
gl.deleteProgram(this.renderProgram);
|
|
}
|
|
if (this.seedProgram) {
|
|
gl.deleteProgram(this.seedProgram);
|
|
}
|
|
|
|
this.groupBuffers = {};
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Vertex shader shared by multiple programs.
|
|
* Transforms vertices to normalized device coordinates and passes texture coordinates to the fragment shader.
|
|
*/
|
|
const commonVertShader = glsl`#version 300 es
|
|
precision mediump float;
|
|
in vec2 a_position;
|
|
out vec2 v_texCoord;
|
|
|
|
void main() {
|
|
v_texCoord = a_position * 0.5 + 0.5; // Transform to [0, 1] range
|
|
gl_Position = vec4(a_position, 0.0, 1.0);
|
|
}`;
|
|
|
|
/**
|
|
* Fragment shader for the Jump Flooding Algorithm.
|
|
* Updates the nearest seed point and distance for each pixel by examining neighboring pixels.
|
|
*/
|
|
const jfaFragShader = glsl`#version 300 es
|
|
precision mediump float;
|
|
precision mediump int;
|
|
|
|
in vec2 v_texCoord;
|
|
out vec4 outColor;
|
|
|
|
uniform sampler2D u_previousTexture;
|
|
uniform vec2 u_offsets[9];
|
|
|
|
void main() {
|
|
vec4 nearest = texture(u_previousTexture, v_texCoord);
|
|
float minDist = nearest.a;
|
|
|
|
float aspectRatio = float(textureSize(u_previousTexture, 0).x) / float(textureSize(u_previousTexture, 0).y);
|
|
|
|
for (int i = 0; i < 9; ++i) {
|
|
vec2 sampleCoord = v_texCoord + u_offsets[i];
|
|
sampleCoord = clamp(sampleCoord, vec2(0.0), vec2(1.0));
|
|
vec4 sampled = texture(u_previousTexture, sampleCoord);
|
|
|
|
if (sampled.z == 0.0) {
|
|
continue;
|
|
}
|
|
|
|
// Adjust x coordinate by aspect ratio when calculating distance
|
|
vec2 adjustedCoord = vec2(v_texCoord.x * aspectRatio, v_texCoord.y);
|
|
vec2 adjustedSampledCoord = vec2(sampled.x * aspectRatio, sampled.y);
|
|
float dist = distance(adjustedSampledCoord, adjustedCoord);
|
|
|
|
if (dist < minDist) {
|
|
nearest = sampled;
|
|
nearest.a = dist;
|
|
minDist = dist;
|
|
}
|
|
}
|
|
|
|
outColor = nearest;
|
|
}`;
|
|
|
|
/**
|
|
* Fragment shader for rendering the final distance field.
|
|
* Merges 'mergeA' and 'mergeB' distance fields during rendering.
|
|
*/
|
|
const renderFragShader = glsl`#version 300 es
|
|
precision mediump float;
|
|
|
|
#define DEBUG_MODULO false
|
|
#define DEBUG_HARD_CUTOFF false
|
|
#define FALLOFF_FACTOR 10.0
|
|
#define SMOOTHING_FACTOR 0.1
|
|
#define DEBUG_HARD_CUTOFF_DISTANCE 0.2
|
|
|
|
in vec2 v_texCoord;
|
|
out vec4 outColor;
|
|
|
|
uniform sampler2D u_texture_mergeA;
|
|
uniform sampler2D u_texture_mergeB;
|
|
uniform sampler2D u_texture_others;
|
|
|
|
vec3 hsv2rgb(vec3 c) {
|
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
|
|
// Smooth minimum function
|
|
float smoothMin(float a, float b, float k) {
|
|
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
|
|
return mix(b, a, h) - k * h * (1.0 - h);
|
|
}
|
|
|
|
void main() {
|
|
vec4 texelMergeA = texture(u_texture_mergeA, v_texCoord);
|
|
vec4 texelMergeB = texture(u_texture_mergeB, v_texCoord);
|
|
vec4 texelOthers = texture(u_texture_others, v_texCoord);
|
|
|
|
// Extract shape IDs and distances
|
|
float shapeIDMergeA = texelMergeA.z;
|
|
float distanceMergeA = texelMergeA.a;
|
|
|
|
float shapeIDMergeB = texelMergeB.z;
|
|
float distanceMergeB = texelMergeB.a;
|
|
|
|
float shapeIDOthers = texelOthers.z;
|
|
float distanceOthers = texelOthers.a;
|
|
|
|
// Compute colors for mergeA and mergeB
|
|
float hueMergeA = fract(shapeIDMergeA * 0.61803398875);
|
|
vec3 colorMergeA = hsv2rgb(vec3(hueMergeA, 0.5, 0.95));
|
|
|
|
float hueMergeB = fract(shapeIDMergeB * 0.61803398875);
|
|
vec3 colorMergeB = hsv2rgb(vec3(hueMergeB, 0.5, 0.95));
|
|
|
|
// Merge distances of mergeA and mergeB
|
|
float mergedDistanceAB = smoothMin(distanceMergeA, distanceMergeB, SMOOTHING_FACTOR);
|
|
|
|
// Calculate blend factor for colors
|
|
float hAB = clamp(0.5 + 0.5 * (distanceMergeB - distanceMergeA) / SMOOTHING_FACTOR, 0.0, 1.0);
|
|
vec3 mergedColorAB = mix(colorMergeB, colorMergeA, hAB);
|
|
|
|
// Compute color and distance for others
|
|
float hueOthers = fract(shapeIDOthers * 0.61803398875);
|
|
vec3 colorOthers = hsv2rgb(vec3(hueOthers, 0.5, 0.95));
|
|
|
|
// Decide between merged distances and others
|
|
float finalDistance;
|
|
vec3 finalColor;
|
|
|
|
if (mergedDistanceAB <= distanceOthers) {
|
|
finalDistance = mergedDistanceAB;
|
|
finalColor = mergedColorAB;
|
|
} else {
|
|
finalDistance = distanceOthers;
|
|
finalColor = colorOthers;
|
|
}
|
|
|
|
if (DEBUG_MODULO) {
|
|
// Visualize distance bands using modulo
|
|
float bandWidth = 0.02; // Adjust this value to change the width of the bands
|
|
float distanceBand = mod(finalDistance, bandWidth) / bandWidth;
|
|
|
|
// Create alternating black and white bands
|
|
float bandColor = step(0.1, distanceBand);
|
|
|
|
// Mix the band visualization with the merged color
|
|
finalColor = mix(vec3(0.0), finalColor, bandColor);
|
|
}
|
|
|
|
// Before applying any effects, check if we should use hard cutoff
|
|
if (DEBUG_HARD_CUTOFF) {
|
|
// If distance is greater than cutoff, set intensity to 0, otherwise 1
|
|
finalColor *= finalDistance > DEBUG_HARD_CUTOFF_DISTANCE ? 0.0 : exp(-finalDistance * FALLOFF_FACTOR);
|
|
} else {
|
|
// Use the original smooth falloff
|
|
finalColor *= exp(-finalDistance * FALLOFF_FACTOR);
|
|
}
|
|
|
|
|
|
outColor = vec4(finalColor, 1.0);
|
|
}`;
|
|
|
|
/**
|
|
* Vertex shader for rendering seed points.
|
|
* Outputs the shape ID to the fragment shader.
|
|
*/
|
|
const seedVertShader = glsl`#version 300 es
|
|
precision mediump float;
|
|
|
|
in vec3 a_position; // x, y position and shapeID as z
|
|
flat out float v_shapeID;
|
|
|
|
void main() {
|
|
gl_Position = vec4(a_position.xy, 0.0, 1.0);
|
|
v_shapeID = a_position.z; // Pass shape ID to fragment shader
|
|
}`;
|
|
|
|
/**
|
|
* Fragment shader for rendering seed points.
|
|
* Initializes the texture with seed point positions and shape IDs.
|
|
*/
|
|
const seedFragShader = glsl`#version 300 es
|
|
precision mediump float;
|
|
|
|
flat in float v_shapeID;
|
|
uniform vec2 u_canvasSize;
|
|
|
|
out vec4 outColor;
|
|
|
|
void main() {
|
|
vec2 seedCoord = gl_FragCoord.xy / u_canvasSize;
|
|
outColor = vec4(seedCoord, v_shapeID, 0.0); // Seed coords (x, y), shape ID (z), initial distance (a)
|
|
}`;
|