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| author | Maze Winther <mazewinther@gmail.com> | 2026-03-25 16:47:22 +0100 |
|---|---|---|
| committer | Maze Winther <mazewinther@gmail.com> | 2026-03-29 15:48:22 +0200 |
| commit | 8db3bead13441a5882d8689dfc6a9f09c82375d9 (patch) | |
| tree | e9d0cafa93904ffcbec3188c37961bcc16c6422d /apps/web/src/services/renderer/webgl/jfa.ts | |
| parent | 39ea298a9ccba3104c549c0ca079c231981811f5 (diff) | |
| download | opencut-8db3bead13441a5882d8689dfc6a9f09c82375d9.tar.gz | |
feat: masks, properties refactor, shaders, storage migrations, and more
Diffstat (limited to 'apps/web/src/services/renderer/webgl/jfa.ts')
| -rw-r--r-- | apps/web/src/services/renderer/webgl/jfa.ts | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/apps/web/src/services/renderer/webgl/jfa.ts b/apps/web/src/services/renderer/webgl/jfa.ts new file mode 100644 index 00000000..b69a9d06 --- /dev/null +++ b/apps/web/src/services/renderer/webgl/jfa.ts @@ -0,0 +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 }); + }, + }; +} |
