refactor(core): modularize ASCII logic and add dither/edge detection
This commit is contained in:
@@ -12,8 +12,8 @@ export interface RenderOptions {
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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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edgeMode?: number; // 0=none, 1=simple, 2=sobel, 3=canny
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dither?: number;
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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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@@ -36,7 +36,7 @@ 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 textures: { image?: WebGLTexture; atlas?: WebGLTexture; blueNoise?: 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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@@ -61,6 +61,7 @@ export class WebGLAsciiRenderer {
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this.fontFamily = "'JetBrains Mono', monospace";
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this.init();
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this.loadBlueNoiseTexture();
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}
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init() {
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@@ -84,7 +85,9 @@ export class WebGLAsciiRenderer {
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uniform sampler2D u_image;
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uniform sampler2D u_atlas;
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uniform sampler2D u_blueNoise;
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uniform float u_charCount;
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uniform vec2 u_charSizeUV; // Size of one char in UV space (width/texWidth, height/texHeight)
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uniform vec2 u_gridSize; // cols, rows
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uniform vec2 u_texSize; // atlas size
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@@ -96,7 +99,9 @@ export class WebGLAsciiRenderer {
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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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uniform int u_edgeMode; // 0=none, 1=simple, 2=sobel, 3=canny
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uniform float u_dither; // Dither strength 0.0 - 1.0
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uniform bool u_denoise;
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// Zoom & Magnifier
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uniform float u_zoom;
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@@ -107,6 +112,15 @@ export class WebGLAsciiRenderer {
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uniform bool u_showMagnifier;
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uniform float u_aspect;
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// Blue Noise Dithering
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float blueNoise(vec2 pos) {
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// Map screen coordinates to texture coordinates (64x64 texture)
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vec2 noiseUV = pos / 64.0;
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float noiseVal = texture2D(u_blueNoise, noiseUV).r;
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// Shift range to -0.5 to 0.5 for dither offset
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return noiseVal - 0.5;
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}
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vec3 adjust(vec3 color) {
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// Exposure
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color *= u_exposure;
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@@ -124,6 +138,59 @@ export class WebGLAsciiRenderer {
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return clamp(color, 0.0, 1.0);
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}
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// Function to get average color from a cell using 5 samples (center + corners)
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vec3 getAverageColor(vec2 cellCenterUV, vec2 cellSize) {
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vec3 sum = vec3(0.0);
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vec2 halfSize = cellSize * 0.25; // Sample halfway to the edge
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// Center
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sum += texture2D(u_image, cellCenterUV).rgb;
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// Corners
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sum += texture2D(u_image, cellCenterUV + vec2(-halfSize.x, -halfSize.y)).rgb;
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sum += texture2D(u_image, cellCenterUV + vec2(halfSize.x, -halfSize.y)).rgb;
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sum += texture2D(u_image, cellCenterUV + vec2(-halfSize.x, halfSize.y)).rgb;
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sum += texture2D(u_image, cellCenterUV + vec2(halfSize.x, halfSize.y)).rgb;
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return sum / 5.0;
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}
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// Sobel Filter - returns gradient magnitude and direction (approx)
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vec2 sobelFilter(vec2 uv, vec2 cellSize) {
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vec3 t = texture2D(u_image, uv + vec2(0.0, -cellSize.y)).rgb;
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vec3 b = texture2D(u_image, uv + vec2(0.0, cellSize.y)).rgb;
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vec3 l = texture2D(u_image, uv + vec2(-cellSize.x, 0.0)).rgb;
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vec3 r = texture2D(u_image, uv + vec2(cellSize.x, 0.0)).rgb;
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vec3 tl = texture2D(u_image, uv + vec2(-cellSize.x, -cellSize.y)).rgb;
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vec3 tr = texture2D(u_image, uv + vec2(cellSize.x, -cellSize.y)).rgb;
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vec3 bl = texture2D(u_image, uv + vec2(-cellSize.x, cellSize.y)).rgb;
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vec3 br = texture2D(u_image, uv + vec2(cellSize.x, cellSize.y)).rgb;
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// Convert to luma
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float lt = dot(t, vec3(0.299, 0.587, 0.114));
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float lb = dot(b, vec3(0.299, 0.587, 0.114));
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float ll = dot(l, vec3(0.299, 0.587, 0.114));
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float lr = dot(r, vec3(0.299, 0.587, 0.114));
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float ltl = dot(tl, vec3(0.299, 0.587, 0.114));
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float ltr = dot(tr, vec3(0.299, 0.587, 0.114));
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float lbl = dot(bl, vec3(0.299, 0.587, 0.114));
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float lbr = dot(br, vec3(0.299, 0.587, 0.114));
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// Sobel kernels
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// Gx: -1 0 1
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// -2 0 2
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// -1 0 1
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float gx = (ltr + 2.0*lr + lbr) - (ltl + 2.0*ll + lbl);
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// Gy: -1 -2 -1
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// 0 0 0
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// 1 2 1
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float gy = (lbl + 2.0*lb + lbr) - (ltl + 2.0*lt + ltr);
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float mag = sqrt(gx*gx + gy*gy);
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return vec2(mag, atan(gy, gx));
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}
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void main() {
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vec2 uv = v_texCoord;
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@@ -148,27 +215,65 @@ export class WebGLAsciiRenderer {
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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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vec2 cellSize = 1.0 / u_gridSize;
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vec2 sampleUV = (cellCoords + 0.5) * cellSize;
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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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vec3 color;
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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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// Denoise: 3x3 box blur (applied to the base sampling if enabled)
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if (u_denoise) {
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color = getAverageColor(sampleUV, cellSize * 2.0);
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} else {
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color = getAverageColor(sampleUV, cellSize);
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}
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// Edge Detection Logic
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if (u_edgeMode == 1) {
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// Simple Laplacian-like
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vec2 texel = cellSize;
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vec3 center = color;
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vec3 top = getAverageColor(sampleUV + vec2(0.0, -texel.y), cellSize);
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vec3 bottom = getAverageColor(sampleUV + vec2(0.0, texel.y), cellSize);
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vec3 left = getAverageColor(sampleUV + vec2(-texel.x, 0.0), cellSize);
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vec3 right = getAverageColor(sampleUV + vec2(texel.x, 0.0), cellSize);
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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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} else if (u_edgeMode == 2) {
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// Sobel Gradient
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vec2 sobel = sobelFilter(sampleUV, cellSize);
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float edgeStr = clamp(sobel.x * 2.0, 0.0, 1.0);
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// Darken edges
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color = mix(color, vec3(0.0), edgeStr * 0.8);
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} else if (u_edgeMode == 3) {
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// "Canny-like" (Sobel + gradient suppression)
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vec2 sobel = sobelFilter(sampleUV, cellSize);
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float mag = sobel.x;
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float angle = sobel.y;
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// Non-maximum suppression (simplified)
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// Check neighbors in gradient direction
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vec2 dir = vec2(cos(angle), sin(angle)) * cellSize;
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vec2 s1 = sobelFilter(sampleUV + dir, cellSize);
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vec2 s2 = sobelFilter(sampleUV - dir, cellSize);
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if (mag < s1.x || mag < s2.x || mag < 0.15) {
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mag = 0.0;
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} else {
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mag = 1.0; // Strong edge
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}
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// Apply strong crisp edges
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color = mix(color, vec3(0.0), mag);
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}
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// Apply adjustments
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@@ -189,6 +294,16 @@ export class WebGLAsciiRenderer {
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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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// Apply Blue Noise dithering before character mapping
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if (u_dither > 0.0) {
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// Use cell coordinates for stable dithering patterns
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float noise = blueNoise(cellCoords);
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// Scale noise by dither strength and 1/charCount
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luma = luma + noise * (1.0 / u_charCount) * u_dither;
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luma = clamp(luma, 0.0, 1.0);
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}
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if (u_invert) {
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luma = 1.0 - luma;
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}
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@@ -197,9 +312,11 @@ export class WebGLAsciiRenderer {
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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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// Use u_charSizeUV to scale, instead of just 1.0/u_charCount
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// x = charIndex * charWidthUV + uvInCell.x * charWidthUV
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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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(charIndex + uvInCell.x) * u_charSizeUV.x,
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uvInCell.y * u_charSizeUV.y
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);
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float charAlpha = texture2D(u_atlas, atlasUV).r;
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@@ -245,9 +362,10 @@ export class WebGLAsciiRenderer {
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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_image', 'u_atlas', 'u_blueNoise', 'u_charCount', 'u_charSizeUV', '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_invert', 'u_color', 'u_overlayStrength', 'u_edgeMode',
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'u_dither', 'u_denoise',
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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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@@ -300,16 +418,32 @@ export class WebGLAsciiRenderer {
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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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// Add padding to prevent bleeding
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const padding = 4;
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ctx.font = `${fontSize}px ${fontName}`;
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// Measure first char to get dimensions
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const metrics = ctx.measureText('W');
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const charWidth = Math.ceil(metrics.width);
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const charHeight = fontSize * 1.2;
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const charContentWidth = Math.ceil(metrics.width);
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const charContentHeight = Math.ceil(fontSize * 1.2);
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canvas.width = charWidth * charSet.length;
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canvas.height = charHeight;
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// Full cell size including padding
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const charWidth = charContentWidth + padding * 2;
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const charHeight = charContentHeight + padding * 2;
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const neededWidth = charWidth * charSet.length;
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const neededHeight = charHeight;
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// Calculate Next Power of Two
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const nextPowerOfTwo = (v: number) => Math.pow(2, Math.ceil(Math.log(v) / Math.log(2)));
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const texWidth = nextPowerOfTwo(neededWidth);
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const texHeight = nextPowerOfTwo(neededHeight);
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canvas.width = texWidth;
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canvas.height = texHeight;
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ctx.font = `${fontSize}px ${fontName}`;
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ctx.fillStyle = 'white';
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@@ -317,7 +451,10 @@ export class WebGLAsciiRenderer {
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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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// Draw character centered in its padded cell
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// x position: start of cell (i * charWidth) + padding
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// y position: padding
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ctx.fillText(charSet[i], i * charWidth + padding, padding);
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}
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const gl = this.gl;
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@@ -329,14 +466,17 @@ export class WebGLAsciiRenderer {
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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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// Use Mipmaps for smoother downscaling (fixes shimmering/aliasing)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_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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gl.generateMipmap(gl.TEXTURE_2D);
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this.charAtlas = {
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width: canvas.width,
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height: canvas.height,
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width: texWidth,
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height: texHeight,
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charWidth,
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charHeight,
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count: charSet.length
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@@ -360,6 +500,11 @@ export class WebGLAsciiRenderer {
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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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// Pass the normalized size of one character cell for UV mapping
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gl.uniform2f(u['u_charSizeUV'],
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this.charAtlas.charWidth / this.charAtlas.width,
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this.charAtlas.charHeight / this.charAtlas.height
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);
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gl.uniform2f(u['u_texSize'], this.charAtlas.width, this.charAtlas.height);
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}
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@@ -370,7 +515,9 @@ export class WebGLAsciiRenderer {
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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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gl.uniform1i(u['u_edgeMode'], options.edgeMode || 0);
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gl.uniform1f(u['u_dither'], options.dither || 0.0);
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gl.uniform1i(u['u_denoise'], options.denoise ? 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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@@ -382,6 +529,33 @@ export class WebGLAsciiRenderer {
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gl.uniform1f(u['u_aspect'], gl.canvas.width / gl.canvas.height);
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}
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private loadBlueNoiseTexture() {
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const gl = this.gl;
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const texture = gl.createTexture();
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if (!texture) return;
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this.textures.blueNoise = texture;
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const image = new Image();
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image.src = '/assets/blue-noise.png';
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image.onload = () => {
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gl.bindTexture(gl.TEXTURE_2D, texture);
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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.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.REPEAT);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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this.requestRender();
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};
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}
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// Helper to trigger a redraw if we have a controller reference, otherwise just rely on next loop
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private requestRender() {
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// Since we don't have a direct reference to the controller here,
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// and we are in a render loop managed by the controller,
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// the texture will just appear on the next frame.
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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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@@ -434,6 +608,12 @@ export class WebGLAsciiRenderer {
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, this.textures.atlas);
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if (this.textures.blueNoise) {
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gl.uniform1i(u['u_blueNoise'], 2);
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gl.activeTexture(gl.TEXTURE2);
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gl.bindTexture(gl.TEXTURE_2D, this.textures.blueNoise);
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}
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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@@ -444,6 +624,39 @@ export class WebGLAsciiRenderer {
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this.draw();
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}
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/**
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* Dispose of all WebGL resources.
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* Call this when the renderer is no longer needed.
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*/
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dispose(): void {
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const gl = this.gl;
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if (this.textures.image) {
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gl.deleteTexture(this.textures.image);
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}
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if (this.textures.atlas) {
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gl.deleteTexture(this.textures.atlas);
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}
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if (this.textures.blueNoise) {
|
||||
gl.deleteTexture(this.textures.blueNoise);
|
||||
}
|
||||
if (this.buffers.position) {
|
||||
gl.deleteBuffer(this.buffers.position);
|
||||
}
|
||||
if (this.buffers.texCoord) {
|
||||
gl.deleteBuffer(this.buffers.texCoord);
|
||||
}
|
||||
if (this.program) {
|
||||
gl.deleteProgram(this.program);
|
||||
}
|
||||
|
||||
this.textures = {};
|
||||
this.buffers = {};
|
||||
this.program = null;
|
||||
this.charAtlas = null;
|
||||
this.lastImage = null;
|
||||
}
|
||||
|
||||
// Kept for backward compatibility or specialized updates
|
||||
updateMagnifier(options: MagnifierOptions) {
|
||||
const gl = this.gl;
|
||||
|
||||
Reference in New Issue
Block a user