diff options
| author | Maze Winther <mazewinther@gmail.com> | 2026-03-27 00:55:15 +0100 |
|---|---|---|
| committer | Maze Winther <mazewinther@gmail.com> | 2026-03-29 15:56:48 +0200 |
| commit | 4d127a038bf768eded68aae3cfa5c1b12241bdac (patch) | |
| tree | 16bbb801caf6770546cff4fdb37b6408ec9ead98 /apps/web/src/services/renderer/webgl/jfa.ts | |
| parent | 82817cb50cb0487350573d6129130aec705f924b (diff) | |
| download | opencut-4d127a038bf768eded68aae3cfa5c1b12241bdac.tar.gz | |
chore: normalize line endings
Diffstat (limited to 'apps/web/src/services/renderer/webgl/jfa.ts')
| -rw-r--r-- | apps/web/src/services/renderer/webgl/jfa.ts | 388 |
1 files changed, 194 insertions, 194 deletions
diff --git a/apps/web/src/services/renderer/webgl/jfa.ts b/apps/web/src/services/renderer/webgl/jfa.ts index b69a9d06..9c87e7fa 100644 --- a/apps/web/src/services/renderer/webgl/jfa.ts +++ b/apps/web/src/services/renderer/webgl/jfa.ts @@ -1,194 +1,194 @@ -import jfaInitShader from "@/lib/shaders/jfa-init.frag.glsl"; -import jfaStepShader from "@/lib/shaders/jfa-step.frag.glsl"; -import { - compileProgram, - createFramebufferTexture, - setUniforms, - drawFullscreenQuad, -} from "./webgl-utils"; - -interface FBPair { - texture: WebGLTexture; - framebuffer: WebGLFramebuffer; -} - -function runPass({ - context, - program, - inputTexture, - target, - width, - height, - uniforms, - extraBindings, -}: { - context: WebGLRenderingContext; - program: WebGLProgram; - inputTexture: WebGLTexture; - target: WebGLFramebuffer | null; - width: number; - height: number; - uniforms: Record<string, number | number[]>; - extraBindings?: Array<{ unit: number; texture: WebGLTexture; name: string }>; -}): void { - context.bindFramebuffer(context.FRAMEBUFFER, target); - // biome-ignore lint/correctness/useHookAtTopLevel: WebGL API method, not a React hook - context.useProgram(program); - - context.activeTexture(context.TEXTURE0); - context.bindTexture(context.TEXTURE_2D, inputTexture); - const uTexLoc = context.getUniformLocation(program, "u_texture"); - if (uTexLoc) context.uniform1i(uTexLoc, 0); - - if (extraBindings) { - for (const binding of extraBindings) { - context.activeTexture(context.TEXTURE0 + binding.unit); - context.bindTexture(context.TEXTURE_2D, binding.texture); - const loc = context.getUniformLocation(program, binding.name); - if (loc) context.uniform1i(loc, binding.unit); - } - } - - setUniforms({ - context, - program, - uniforms: { ...uniforms, u_resolution: [width, height] }, - }); - drawFullscreenQuad({ context, program, width, height }); -} - -function runJFA({ - context, - programCache, - sourceTexture, - width, - height, - isInverted, -}: { - context: WebGLRenderingContext; - programCache: Map<string, WebGLProgram>; - sourceTexture: WebGLTexture; - width: number; - height: number; - isInverted: boolean; -}): { - resultTexture: WebGLTexture; - resultFB: WebGLFramebuffer; - tempFBs: FBPair[]; -} { - const numSteps = Math.ceil(Math.log2(Math.max(width, height))); - - const fbA = createFramebufferTexture({ context, width, height }); - const fbB = createFramebufferTexture({ context, width, height }); - - const initProgram = compileProgram({ - context, - fragmentShaderSource: jfaInitShader, - programCache, - }); - runPass({ - context, - program: initProgram, - inputTexture: sourceTexture, - target: fbA.framebuffer, - width, - height, - uniforms: { u_invert: isInverted ? 1.0 : 0.0 }, - }); - - const stepProgram = compileProgram({ - context, - fragmentShaderSource: jfaStepShader, - programCache, - }); - - let readFB = fbA; - let writeFB = fbB; - - for (let i = numSteps - 1; i >= 0; i--) { - const stepSize = 2 ** i; - runPass({ - context, - program: stepProgram, - inputTexture: readFB.texture, - target: writeFB.framebuffer, - width, - height, - uniforms: { u_step_size: stepSize }, - }); - const tmp = readFB; - readFB = writeFB; - writeFB = tmp; - } - - return { - resultTexture: readFB.texture, - resultFB: readFB.framebuffer, - tempFBs: [writeFB], - }; -} - -function cleanupJFAResult({ - context, - result, -}: { - context: WebGLRenderingContext; - result: { - resultTexture: WebGLTexture; - resultFB: WebGLFramebuffer; - tempFBs: FBPair[]; - }; -}): void { - context.deleteTexture(result.resultTexture); - context.deleteFramebuffer(result.resultFB); - for (const fb of result.tempFBs) { - context.deleteTexture(fb.texture); - context.deleteFramebuffer(fb.framebuffer); - } -} - -export { runPass }; - -export function computeSignedDistanceField({ - context, - programCache, - sourceTexture, - width, - height, -}: { - context: WebGLRenderingContext; - programCache: Map<string, WebGLProgram>; - sourceTexture: WebGLTexture; - width: number; - height: number; -}): { - insideTexture: WebGLTexture; - outsideTexture: WebGLTexture; - cleanup: () => void; -} { - const inside = runJFA({ - context, - programCache, - sourceTexture, - width, - height, - isInverted: false, - }); - const outside = runJFA({ - context, - programCache, - sourceTexture, - width, - height, - isInverted: true, - }); - - return { - insideTexture: inside.resultTexture, - outsideTexture: outside.resultTexture, - cleanup: () => { - cleanupJFAResult({ context, result: inside }); - cleanupJFAResult({ context, result: outside }); - }, - }; -} +import jfaInitShader from "@/lib/shaders/jfa-init.frag.glsl";
+import jfaStepShader from "@/lib/shaders/jfa-step.frag.glsl";
+import {
+ compileProgram,
+ createFramebufferTexture,
+ setUniforms,
+ drawFullscreenQuad,
+} from "./webgl-utils";
+
+interface FBPair {
+ texture: WebGLTexture;
+ framebuffer: WebGLFramebuffer;
+}
+
+function runPass({
+ context,
+ program,
+ inputTexture,
+ target,
+ width,
+ height,
+ uniforms,
+ extraBindings,
+}: {
+ context: WebGLRenderingContext;
+ program: WebGLProgram;
+ inputTexture: WebGLTexture;
+ target: WebGLFramebuffer | null;
+ width: number;
+ height: number;
+ uniforms: Record<string, number | number[]>;
+ extraBindings?: Array<{ unit: number; texture: WebGLTexture; name: string }>;
+}): void {
+ context.bindFramebuffer(context.FRAMEBUFFER, target);
+ // biome-ignore lint/correctness/useHookAtTopLevel: WebGL API method, not a React hook
+ context.useProgram(program);
+
+ context.activeTexture(context.TEXTURE0);
+ context.bindTexture(context.TEXTURE_2D, inputTexture);
+ const uTexLoc = context.getUniformLocation(program, "u_texture");
+ if (uTexLoc) context.uniform1i(uTexLoc, 0);
+
+ if (extraBindings) {
+ for (const binding of extraBindings) {
+ context.activeTexture(context.TEXTURE0 + binding.unit);
+ context.bindTexture(context.TEXTURE_2D, binding.texture);
+ const loc = context.getUniformLocation(program, binding.name);
+ if (loc) context.uniform1i(loc, binding.unit);
+ }
+ }
+
+ setUniforms({
+ context,
+ program,
+ uniforms: { ...uniforms, u_resolution: [width, height] },
+ });
+ drawFullscreenQuad({ context, program, width, height });
+}
+
+function runJFA({
+ context,
+ programCache,
+ sourceTexture,
+ width,
+ height,
+ isInverted,
+}: {
+ context: WebGLRenderingContext;
+ programCache: Map<string, WebGLProgram>;
+ sourceTexture: WebGLTexture;
+ width: number;
+ height: number;
+ isInverted: boolean;
+}): {
+ resultTexture: WebGLTexture;
+ resultFB: WebGLFramebuffer;
+ tempFBs: FBPair[];
+} {
+ const numSteps = Math.ceil(Math.log2(Math.max(width, height)));
+
+ const fbA = createFramebufferTexture({ context, width, height });
+ const fbB = createFramebufferTexture({ context, width, height });
+
+ const initProgram = compileProgram({
+ context,
+ fragmentShaderSource: jfaInitShader,
+ programCache,
+ });
+ runPass({
+ context,
+ program: initProgram,
+ inputTexture: sourceTexture,
+ target: fbA.framebuffer,
+ width,
+ height,
+ uniforms: { u_invert: isInverted ? 1.0 : 0.0 },
+ });
+
+ const stepProgram = compileProgram({
+ context,
+ fragmentShaderSource: jfaStepShader,
+ programCache,
+ });
+
+ let readFB = fbA;
+ let writeFB = fbB;
+
+ for (let i = numSteps - 1; i >= 0; i--) {
+ const stepSize = 2 ** i;
+ runPass({
+ context,
+ program: stepProgram,
+ inputTexture: readFB.texture,
+ target: writeFB.framebuffer,
+ width,
+ height,
+ uniforms: { u_step_size: stepSize },
+ });
+ const tmp = readFB;
+ readFB = writeFB;
+ writeFB = tmp;
+ }
+
+ return {
+ resultTexture: readFB.texture,
+ resultFB: readFB.framebuffer,
+ tempFBs: [writeFB],
+ };
+}
+
+function cleanupJFAResult({
+ context,
+ result,
+}: {
+ context: WebGLRenderingContext;
+ result: {
+ resultTexture: WebGLTexture;
+ resultFB: WebGLFramebuffer;
+ tempFBs: FBPair[];
+ };
+}): void {
+ context.deleteTexture(result.resultTexture);
+ context.deleteFramebuffer(result.resultFB);
+ for (const fb of result.tempFBs) {
+ context.deleteTexture(fb.texture);
+ context.deleteFramebuffer(fb.framebuffer);
+ }
+}
+
+export { runPass };
+
+export function computeSignedDistanceField({
+ context,
+ programCache,
+ sourceTexture,
+ width,
+ height,
+}: {
+ context: WebGLRenderingContext;
+ programCache: Map<string, WebGLProgram>;
+ sourceTexture: WebGLTexture;
+ width: number;
+ height: number;
+}): {
+ insideTexture: WebGLTexture;
+ outsideTexture: WebGLTexture;
+ cleanup: () => void;
+} {
+ const inside = runJFA({
+ context,
+ programCache,
+ sourceTexture,
+ width,
+ height,
+ isInverted: false,
+ });
+ const outside = runJFA({
+ context,
+ programCache,
+ sourceTexture,
+ width,
+ height,
+ isInverted: true,
+ });
+
+ return {
+ insideTexture: inside.resultTexture,
+ outsideTexture: outside.resultTexture,
+ cleanup: () => {
+ cleanupJFAResult({ context, result: inside });
+ cleanupJFAResult({ context, result: outside });
+ },
+ };
+}
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