feat: convert js modules to ts and optimize performance
This commit is contained in:
472
src/scripts/webgl-ascii.ts
Normal file
472
src/scripts/webgl-ascii.ts
Normal file
@@ -0,0 +1,472 @@
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export interface RenderOptions {
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charSetContent: string;
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fontFamily?: string;
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width: number;
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height: number;
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exposure: number;
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contrast: number;
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saturation: number;
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gamma: number;
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invert: boolean;
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color: boolean;
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overlayStrength?: number;
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enhanceEdges?: boolean;
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dither?: boolean;
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denoise?: boolean;
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zoom?: number;
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zoomCenter?: { x: number; y: number };
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mousePos?: { x: number; y: number };
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magnifierRadius?: number;
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magnifierZoom?: number;
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showMagnifier?: boolean;
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}
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export interface MagnifierOptions {
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mousePos?: { x: number; y: number };
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zoom?: number;
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zoomCenter?: { x: number; y: number };
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magnifierRadius?: number;
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magnifierZoom?: number;
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showMagnifier?: boolean;
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}
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export class WebGLAsciiRenderer {
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private gl: WebGLRenderingContext;
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private program: WebGLProgram | null;
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private textures: { image?: WebGLTexture; atlas?: WebGLTexture };
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private buffers: { position?: WebGLBuffer; texCoord?: WebGLBuffer };
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private charAtlas: { width: number; height: number; charWidth: number; charHeight: number; count: number } | null;
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private charSet: string;
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private uniformLocations: Record<string, WebGLUniformLocation | null> = {};
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private fontFamily: string;
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private lastImage: HTMLImageElement | null;
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constructor(_canvas: HTMLCanvasElement) {
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const gl = _canvas.getContext('webgl', { antialias: false });
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if (!gl) {
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throw new Error('WebGL not supported');
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}
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this.gl = gl;
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this.program = null;
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this.textures = {};
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this.buffers = {};
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this.charAtlas = null;
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this.charSet = '';
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this.lastImage = null;
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this.fontFamily = "'JetBrains Mono', monospace";
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this.init();
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}
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init() {
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const gl = this.gl;
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// Vertex Shader
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const vsSource = `
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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varying vec2 v_texCoord;
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void main() {
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gl_Position = vec4(a_position, 0.0, 1.0);
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v_texCoord = a_texCoord;
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}
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`;
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// Fragment Shader
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const fsSource = `
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D u_image;
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uniform sampler2D u_atlas;
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uniform float u_charCount;
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uniform vec2 u_gridSize; // cols, rows
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uniform vec2 u_texSize; // atlas size
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// Adjustments
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uniform float u_exposure;
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uniform float u_contrast;
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uniform float u_saturation;
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uniform float u_gamma;
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uniform bool u_invert;
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uniform bool u_color;
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uniform float u_overlayStrength;
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uniform bool u_enhanceEdges;
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// Zoom & Magnifier
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uniform float u_zoom;
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uniform vec2 u_zoomCenter;
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uniform vec2 u_mousePos;
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uniform float u_magnifierRadius;
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uniform float u_magnifierZoom;
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uniform bool u_showMagnifier;
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uniform float u_aspect;
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vec3 adjust(vec3 color) {
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// Exposure
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color *= u_exposure;
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// Contrast
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color = (color - 0.5) * u_contrast + 0.5;
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// Saturation
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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color = mix(vec3(luma), color, u_saturation);
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// Gamma
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color = pow(max(color, 0.0), vec3(u_gamma));
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return clamp(color, 0.0, 1.0);
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}
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void main() {
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vec2 uv = v_texCoord;
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// Apply global zoom
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uv = (uv - u_zoomCenter) / u_zoom + u_zoomCenter;
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// Magnifier logic
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vec2 diff = (v_texCoord - u_mousePos);
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diff.x *= u_aspect;
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float dist = length(diff);
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bool inMagnifier = u_showMagnifier && dist < u_magnifierRadius;
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if (inMagnifier) {
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// Zoom towards mouse position inside the magnifier
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uv = (v_texCoord - u_mousePos) / u_magnifierZoom + u_mousePos;
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// Also account for the global zoom background
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uv = (uv - u_zoomCenter) / u_zoom + u_zoomCenter;
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}
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// Calculate which cell we are in
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vec2 cellCoords = floor(uv * u_gridSize);
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vec2 uvInCell = fract(uv * u_gridSize);
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// Sample image at the center of the cell
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vec2 sampleUV = (cellCoords + 0.5) / u_gridSize;
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// Out of bounds check for zoomed UV
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if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0) {
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discard;
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}
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vec3 color = texture2D(u_image, sampleUV).rgb;
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// Edge Enhancement (Simple Laplacian-like check)
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if (u_enhanceEdges) {
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vec2 texel = 1.0 / u_gridSize;
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vec3 center = texture2D(u_image, sampleUV).rgb;
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vec3 top = texture2D(u_image, sampleUV + vec2(0.0, -texel.y)).rgb;
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vec3 bottom = texture2D(u_image, sampleUV + vec2(0.0, texel.y)).rgb;
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vec3 left = texture2D(u_image, sampleUV + vec2(-texel.x, 0.0)).rgb;
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vec3 right = texture2D(u_image, sampleUV + vec2(texel.x, 0.0)).rgb;
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vec3 edges = abs(center - top) + abs(center - bottom) + abs(center - left) + abs(center - right);
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float edgeLum = dot(edges, vec3(0.2126, 0.7152, 0.0722));
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color = mix(color, color * (1.0 - edgeLum * 2.0), 0.5);
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}
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// Apply adjustments
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color = adjust(color);
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// Overlay blend-like effect (boost mid-contrast)
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if (u_overlayStrength > 0.0) {
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vec3 overlay = color;
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vec3 result;
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if (dot(color, vec3(0.333)) < 0.5) {
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result = 2.0 * color * overlay;
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} else {
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result = 1.0 - 2.0 * (1.0 - color) * (1.0 - overlay);
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}
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color = mix(color, result, u_overlayStrength);
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}
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// Calculate luminance
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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if (u_invert) {
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luma = 1.0 - luma;
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}
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// Map luma to character index
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float charIndex = floor(luma * (u_charCount - 1.0) + 0.5);
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// Sample character atlas
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vec2 atlasUV = vec2(
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(charIndex + uvInCell.x) / u_charCount,
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uvInCell.y
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);
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float charAlpha = texture2D(u_atlas, atlasUV).r;
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// Loup border effect
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if (u_showMagnifier) {
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float edgeWidth = 0.005;
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if (dist > u_magnifierRadius - edgeWidth && dist < u_magnifierRadius) {
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charAlpha = 1.0;
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color = vec3(1.0, 0.4039, 0.0); // Safety Orange border for the loupe
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}
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}
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vec3 finalColor = u_color ? color : vec3(1.0, 0.4039, 0.0);
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gl_FragColor = vec4(finalColor * charAlpha, charAlpha);
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}
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`;
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this.program = this.createProgram(vsSource, fsSource);
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this.cacheUniformLocations();
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// Grid buffers
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const positions = new Float32Array([
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-1, -1, 1, -1, -1, 1,
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-1, 1, 1, -1, 1, 1
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]);
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const texCoords = new Float32Array([
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0, 1, 1, 1, 0, 0,
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0, 0, 1, 1, 1, 0
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]);
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this.buffers.position = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position);
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gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
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this.buffers.texCoord = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.texCoord);
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gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
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}
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private cacheUniformLocations(): void {
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if (!this.program) return;
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const gl = this.gl;
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const uniforms = [
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'u_image', 'u_atlas', 'u_charCount', 'u_gridSize', 'u_texSize',
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'u_exposure', 'u_contrast', 'u_saturation', 'u_gamma',
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'u_invert', 'u_color', 'u_overlayStrength', 'u_enhanceEdges',
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'u_zoom', 'u_zoomCenter', 'u_mousePos',
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'u_magnifierRadius', 'u_magnifierZoom', 'u_showMagnifier', 'u_aspect'
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];
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for (const name of uniforms) {
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this.uniformLocations[name] = gl.getUniformLocation(this.program, name);
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}
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}
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createProgram(vsSource: string, fsSource: string): WebGLProgram | null {
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const gl = this.gl;
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const vs = this.compileShader(gl.VERTEX_SHADER, vsSource);
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const fs = this.compileShader(gl.FRAGMENT_SHADER, fsSource);
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if (!vs || !fs) return null;
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const program = gl.createProgram();
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if (!program) return null;
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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console.error(gl.getProgramInfoLog(program));
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return null;
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}
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return program;
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}
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compileShader(type: number, source: string): WebGLShader | null {
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const gl = this.gl;
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const shader = gl.createShader(type);
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if (!shader) return null;
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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console.error(gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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return null;
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}
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return shader;
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}
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updateAtlas(charSet: string, fontName = 'monospace') {
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if (this.charSet === charSet && this.fontFamily === fontName && this.charAtlas) return;
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this.charSet = charSet;
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this.fontFamily = fontName;
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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if (!ctx) return;
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const fontSize = 32; // Higher resolution for atlas
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ctx.font = `${fontSize}px ${fontName}`;
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// Measure first char to get dimensions
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const metrics = ctx.measureText('W');
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const charWidth = Math.ceil(metrics.width);
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const charHeight = fontSize * 1.2;
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canvas.width = charWidth * charSet.length;
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canvas.height = charHeight;
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ctx.font = `${fontSize}px ${fontName}`;
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ctx.fillStyle = 'white';
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ctx.textBaseline = 'top';
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (let i = 0; i < charSet.length; i++) {
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ctx.fillText(charSet[i], i * charWidth, 0);
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}
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const gl = this.gl;
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if (this.textures.atlas) gl.deleteTexture(this.textures.atlas);
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const atlasTexture = gl.createTexture();
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if (!atlasTexture) return;
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this.textures.atlas = atlasTexture;
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gl.bindTexture(gl.TEXTURE_2D, this.textures.atlas);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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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.charAtlas = {
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width: canvas.width,
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height: canvas.height,
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charWidth,
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charHeight,
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count: charSet.length
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};
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}
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updateGrid(width: number, height: number) {
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const gl = this.gl;
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const u = this.uniformLocations;
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gl.useProgram(this.program);
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gl.uniform2f(u['u_gridSize'], width, height);
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}
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updateUniforms(options: RenderOptions) {
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const gl = this.gl;
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const u = this.uniformLocations;
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gl.useProgram(this.program);
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// Update Atlas if needed (expensive check inside)
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this.updateAtlas(options.charSetContent, options.fontFamily || 'monospace');
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if (this.charAtlas) {
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gl.uniform1f(u['u_charCount'], this.charAtlas.count);
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gl.uniform2f(u['u_texSize'], this.charAtlas.width, this.charAtlas.height);
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}
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gl.uniform1f(u['u_exposure'], options.exposure);
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gl.uniform1f(u['u_contrast'], options.contrast);
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gl.uniform1f(u['u_saturation'], options.saturation);
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gl.uniform1f(u['u_gamma'], options.gamma);
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gl.uniform1i(u['u_invert'], options.invert ? 1 : 0);
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gl.uniform1i(u['u_color'], options.color ? 1 : 0);
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gl.uniform1f(u['u_overlayStrength'], options.overlayStrength || 0.0);
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gl.uniform1i(u['u_enhanceEdges'], options.enhanceEdges ? 1 : 0);
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// Zoom & Magnifier
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gl.uniform1f(u['u_zoom'], options.zoom || 1.0);
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gl.uniform2f(u['u_zoomCenter'], options.zoomCenter?.x ?? 0.5, options.zoomCenter?.y ?? 0.5);
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gl.uniform2f(u['u_mousePos'], options.mousePos?.x ?? -1.0, options.mousePos?.y ?? -1.0);
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gl.uniform1f(u['u_magnifierRadius'], options.magnifierRadius || 0.15);
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gl.uniform1f(u['u_magnifierZoom'], options.magnifierZoom || 2.0);
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gl.uniform1i(u['u_showMagnifier'], options.showMagnifier ? 1 : 0);
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gl.uniform1f(u['u_aspect'], gl.canvas.width / gl.canvas.height);
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}
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updateTexture(image: HTMLImageElement) {
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if (this.lastImage === image && this.textures.image) return;
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const gl = this.gl;
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if (this.textures.image) gl.deleteTexture(this.textures.image);
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const texture = gl.createTexture();
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if (!texture) throw new Error('Failed to create texture');
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this.textures.image = texture;
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gl.bindTexture(gl.TEXTURE_2D, this.textures.image);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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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.lastImage = image;
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}
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draw() {
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const gl = this.gl;
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const program = this.program;
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if (!program || !this.textures.image || !this.textures.atlas || !this.buffers.position || !this.buffers.texCoord) return;
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gl.useProgram(program);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Attributes
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const posLoc = gl.getAttribLocation(program, 'a_position');
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gl.enableVertexAttribArray(posLoc);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position);
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gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
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const texLoc = gl.getAttribLocation(program, 'a_texCoord');
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gl.enableVertexAttribArray(texLoc);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.texCoord);
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gl.vertexAttribPointer(texLoc, 2, gl.FLOAT, false, 0, 0);
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// Bind Textures
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const u = this.uniformLocations;
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gl.uniform1i(u['u_image'], 0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.textures.image);
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gl.uniform1i(u['u_atlas'], 1);
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, this.textures.atlas);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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render(image: HTMLImageElement, options: RenderOptions) {
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this.updateTexture(image);
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this.updateGrid(options.width, options.height);
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this.updateUniforms(options);
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this.draw();
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}
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// Kept for backward compatibility or specialized updates
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updateMagnifier(options: MagnifierOptions) {
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const gl = this.gl;
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const program = this.program;
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if (!program) return;
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gl.useProgram(program);
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// Only update magnifier-related uniforms (using cached locations)
|
||||
const u = this.uniformLocations;
|
||||
const mousePos = options.mousePos ?? { x: -1, y: -1 };
|
||||
gl.uniform2f(u['u_mousePos'], mousePos.x, mousePos.y);
|
||||
gl.uniform1f(u['u_magnifierRadius'], options.magnifierRadius || 0.03);
|
||||
gl.uniform1f(u['u_magnifierZoom'], options.magnifierZoom || 2.0);
|
||||
gl.uniform1i(u['u_showMagnifier'], options.showMagnifier ? 1 : 0);
|
||||
|
||||
if (options.zoom !== undefined) {
|
||||
gl.uniform1f(u['u_zoom'], options.zoom || 1.0);
|
||||
gl.uniform2f(u['u_zoomCenter'], options.zoomCenter?.x ?? 0.5, options.zoomCenter?.y ?? 0.5);
|
||||
}
|
||||
|
||||
// We can just call draw here as it's lightweight
|
||||
this.draw();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user