feat: Implement WebGL-based ASCII renderer with zoom and magnifier, and optimize image queue fetching.
This commit is contained in:
@@ -12,6 +12,7 @@ import TuiButton from "../components/TuiButton.astro";
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<div class="ascii-layer">
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<div id="loading">GENERATING...</div>
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<pre id="ascii-result">Preparing art...</pre>
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<canvas id="ascii-canvas"></canvas>
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</div>
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<!-- Foreground Layer: Content -->
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@@ -203,9 +204,26 @@ import TuiButton from "../components/TuiButton.astro";
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autoTuneImage,
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CHAR_SETS,
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} from "../scripts/ascii.js";
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import { fetchRandomAnimeImage } from "../scripts/anime-api.js";
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import {
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fetchRandomAnimeImage,
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fetchMultipleAnimeImages,
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} from "../scripts/anime-api.js";
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import { WebGLAsciiRenderer } from "../scripts/webgl-ascii.js";
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const generator = new AsciiGenerator();
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const canvas = document.getElementById(
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"ascii-canvas",
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) as HTMLCanvasElement;
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let webglRenderer: WebGLAsciiRenderer | null = null;
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try {
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webglRenderer = new WebGLAsciiRenderer(canvas);
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} catch (e) {
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console.warn(
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"WebGL renderer failed to initialize, falling back to CPU",
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e,
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);
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}
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// State
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let currentImgUrl: string | null = null;
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@@ -236,7 +254,7 @@ import TuiButton from "../components/TuiButton.astro";
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"loading",
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) as HTMLDivElement;
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if (!asciiResult || !loadingIndicator) {
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if (!asciiResult || !loadingIndicator || !canvas) {
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throw new Error("Critical UI elements missing");
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}
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@@ -365,35 +383,175 @@ import TuiButton from "../components/TuiButton.astro";
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heightRows = widthCols / (imgRatio / fontAspectRatio);
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try {
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const result = await generator.generate(imgEl, {
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width: widthCols,
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height: Math.floor(heightRows),
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...currentSettings,
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});
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// Decide whether to use WebGL or CPU
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// We use WebGL primarily for color mode since it's the biggest performance hit
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// But we can also use it for everything if currentSettings.color is true
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const useWebGL = webglRenderer !== null;
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// Handle color output (returns object) vs plain text (returns string)
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if (typeof result === "object" && result.isHtml) {
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asciiResult.innerHTML = result.output;
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if (useWebGL) {
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asciiResult.style.display = "none";
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canvas.style.display = "block";
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// Calculate intended aspect ratio of the ASCII grid
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const gridAspect = (widthCols * fontAspectRatio) / heightRows;
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const screenW = window.innerWidth;
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const screenH = window.innerHeight;
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// Available space with margins (matching CPU version's 0.9 scale)
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const maxW = screenW * 0.95;
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const maxH = screenH * 0.95;
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let finalW, finalH;
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if (gridAspect > maxW / maxH) {
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finalW = maxW;
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finalH = maxW / gridAspect;
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} else {
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asciiResult.textContent = result as string;
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finalH = maxH;
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finalW = maxH * gridAspect;
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}
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// Auto-fit font size
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const sizeW = (screenW * 0.9) / (widthCols * fontAspectRatio);
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const sizeH = (screenH * 0.9) / heightRows;
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const bestSize = Math.min(sizeW, sizeH);
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// Set canvas CSS size to fit centered and internal resolution for sharpness
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canvas.style.width = `${finalW}px`;
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canvas.style.height = `${finalH}px`;
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asciiResult.style.fontSize = `${Math.max(4, bestSize).toFixed(2)}px`;
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asciiResult.style.opacity = "1";
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} catch (e) {
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console.error("Render error", e);
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const dpr = window.devicePixelRatio || 1;
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canvas.width = finalW * dpr;
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canvas.height = finalH * dpr;
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const charSetContent =
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CHAR_SETS[currentSettings.charSet] || CHAR_SETS.standard;
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webglRenderer!.render(imgEl, {
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width: widthCols,
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height: Math.floor(heightRows),
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charSetContent: charSetContent,
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...currentSettings,
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zoom: zoom,
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zoomCenter: zoomCenter,
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mousePos: mousePos,
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showMagnifier: showMagnifier,
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magnifierRadius: 0.03,
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magnifierZoom: 2.5,
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});
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canvas.style.opacity = "1";
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} else {
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canvas.style.display = "none";
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asciiResult.style.display = "block";
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try {
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const result = await generator.generate(imgEl, {
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width: widthCols,
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height: Math.floor(heightRows),
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...currentSettings,
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});
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// Handle color output (returns object) vs plain text (returns string)
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if (typeof result === "object" && result.isHtml) {
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asciiResult.innerHTML = result.output;
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} else {
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asciiResult.textContent = result as string;
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}
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// Auto-fit font size
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const sizeW =
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(screenW * 0.9) / (widthCols * fontAspectRatio);
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const sizeH = (screenH * 0.9) / heightRows;
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const bestSize = Math.min(sizeW, sizeH);
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asciiResult.style.fontSize = `${Math.max(4, bestSize).toFixed(2)}px`;
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asciiResult.style.opacity = "1";
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} catch (e) {
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console.error("Render error", e);
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}
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}
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}
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// Zoom & Magnifier State
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let zoom = 1.0;
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let zoomCenter = { x: 0.5, y: 0.5 };
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let mousePos = { x: -1, y: -1 };
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let showMagnifier = false;
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const heroWrapper = document.querySelector(".hero-wrapper");
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if (heroWrapper) {
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heroWrapper.addEventListener(
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"wheel",
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(e: any) => {
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// If over controls, don't zoom
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if (e.target.closest("#tui-controls")) return;
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// Only zoom if using WebGL (as CPU version doesn't support it yet)
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if (webglRenderer) {
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e.preventDefault();
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const delta = -e.deltaY;
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const factor = delta > 0 ? 1.1 : 0.9;
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const oldZoom = zoom;
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zoom *= factor;
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// Cap zoom
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zoom = Math.min(Math.max(zoom, 1.0), 10.0);
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if (zoom === 1.0) {
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zoomCenter = { x: 0.5, y: 0.5 };
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} else if (oldZoom !== zoom) {
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// Calculate where the mouse is relative to the canvas
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const rect = canvas.getBoundingClientRect();
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const mx = (e.clientX - rect.left) / rect.width;
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const my = (e.clientY - rect.top) / rect.height;
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// To zoom into the mouse, we want the image coordinate under the mouse to stay fixed.
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// Shader formula: uv = (v_texCoord - C) / Z + C
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// We want: (mx - C1) / Z1 + C1 == (mx - C2) / Z2 + C2
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const imgX =
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(mx - zoomCenter.x) / oldZoom + zoomCenter.x;
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const imgY =
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(my - zoomCenter.y) / oldZoom + zoomCenter.y;
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// Solve for C2: K = (mx - C2) / Z2 + C2 => C2 = (K - mx/Z2) / (1 - 1/Z2)
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zoomCenter.x = (imgX - mx / zoom) / (1 - 1 / zoom);
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zoomCenter.y = (imgY - my / zoom) / (1 - 1 / zoom);
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}
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generate();
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}
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},
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{ passive: false },
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);
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heroWrapper.addEventListener("mousemove", (e: any) => {
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if (webglRenderer) {
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const rect = canvas.getBoundingClientRect();
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const mx = (e.clientX - rect.left) / rect.width;
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const my = (e.clientY - rect.top) / rect.height;
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mousePos = { x: mx, y: my };
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// Show magnifier if mouse is over canvas
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const wasShowing = showMagnifier;
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showMagnifier = mx >= 0 && mx <= 1 && my >= 0 && my <= 1;
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if (showMagnifier || wasShowing) {
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generate(); // Re-render to update magnifier position
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}
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}
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});
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heroWrapper.addEventListener("mouseleave", () => {
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if (showMagnifier) {
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showMagnifier = false;
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generate();
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}
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});
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}
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// Queue System
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const imageQueue: { data: any; imgElement: HTMLImageElement }[] = [];
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const TARGET_QUEUE_SIZE = 3;
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const TARGET_QUEUE_SIZE = 5;
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let isFetchingQueue = false;
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async function fillQueue() {
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@@ -405,18 +563,31 @@ import TuiButton from "../components/TuiButton.astro";
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isFetchingQueue = true;
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try {
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// Fetch one by one until full
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while (imageQueue.length < TARGET_QUEUE_SIZE) {
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const data = await fetchRandomAnimeImage();
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// Preload
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const img = await resolveImage(data.url);
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// Store
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imageQueue.push({
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data: data,
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imgElement: img,
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});
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// Brief pause to be nice to API
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await new Promise((r) => setTimeout(r, 500));
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const needed = TARGET_QUEUE_SIZE - imageQueue.length;
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if (needed <= 0) return;
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// Fetch multiple metadata entries at once (API allows this)
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const results = await fetchMultipleAnimeImages({
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amount: needed,
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});
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// Load images SEQUENTIALLY with a small delay to avoid 429s from the CDN
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for (const data of results) {
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if (imageQueue.length >= TARGET_QUEUE_SIZE) break;
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try {
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const img = await resolveImage(data.url);
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imageQueue.push({
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data: data,
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imgElement: img,
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});
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updateQueueStatus();
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// Small staggered delay
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await new Promise((r) => setTimeout(r, 300));
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} catch (e) {
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console.error("Failed to preload image", data.url, e);
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// If we hit an error (likely rate limit or CORS), wait longer
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await new Promise((r) => setTimeout(r, 2000));
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}
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}
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} catch (e) {
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console.error("Queue fill error", e);
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@@ -455,6 +626,10 @@ import TuiButton from "../components/TuiButton.astro";
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fillQueue();
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}
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// Reset zoom on new image
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zoom = 1.0;
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zoomCenter = { x: 0.5, y: 0.5 };
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// Reset auto mode and apply auto-detected settings
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invertMode = "auto";
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detectedInvert = suggestions.invert;
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@@ -698,6 +873,16 @@ import TuiButton from "../components/TuiButton.astro";
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transform-origin: center;
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}
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#ascii-canvas {
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width: 100%;
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height: 100%;
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object-fit: contain;
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display: none;
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image-rendering: pixelated;
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opacity: 0;
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transition: opacity 0.5s ease;
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}
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#loading {
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position: absolute;
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top: 50%;
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343
src/scripts/webgl-ascii.js
Normal file
343
src/scripts/webgl-ascii.js
Normal file
@@ -0,0 +1,343 @@
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export class WebGLAsciiRenderer {
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constructor(canvas) {
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this.canvas = canvas;
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this.gl = canvas.getContext('webgl', { antialias: false });
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if (!this.gl) {
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throw new Error('WebGL not supported');
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}
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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.fontSize = 12;
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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);
|
||||
}
|
||||
`;
|
||||
|
||||
this.program = this.createProgram(vsSource, fsSource);
|
||||
|
||||
// Grid buffers
|
||||
const positions = new Float32Array([
|
||||
-1, -1, 1, -1, -1, 1,
|
||||
-1, 1, 1, -1, 1, 1
|
||||
]);
|
||||
const texCoords = new Float32Array([
|
||||
0, 1, 1, 1, 0, 0,
|
||||
0, 0, 1, 1, 1, 0
|
||||
]);
|
||||
|
||||
this.buffers.position = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
|
||||
|
||||
this.buffers.texCoord = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.texCoord);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
|
||||
}
|
||||
|
||||
createProgram(vsSource, fsSource) {
|
||||
const gl = this.gl;
|
||||
const vs = this.compileShader(gl.VERTEX_SHADER, vsSource);
|
||||
const fs = this.compileShader(gl.FRAGMENT_SHADER, fsSource);
|
||||
const program = gl.createProgram();
|
||||
gl.attachShader(program, vs);
|
||||
gl.attachShader(program, fs);
|
||||
gl.linkProgram(program);
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
console.error(gl.getProgramInfoLog(program));
|
||||
return null;
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
compileShader(type, source) {
|
||||
const gl = this.gl;
|
||||
const shader = gl.createShader(type);
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
console.error(gl.getShaderInfoLog(shader));
|
||||
gl.deleteShader(shader);
|
||||
return null;
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
updateAtlas(charSet, fontName = 'monospace') {
|
||||
if (this.charSet === charSet && this.fontFamily === fontName && this.charAtlas) return;
|
||||
|
||||
this.charSet = charSet;
|
||||
this.fontFamily = fontName;
|
||||
|
||||
const canvas = document.createElement('canvas');
|
||||
const ctx = canvas.getContext('2d');
|
||||
const fontSize = 32; // Higher resolution for atlas
|
||||
ctx.font = `${fontSize}px ${fontName}`;
|
||||
|
||||
// Measure first char to get dimensions
|
||||
const metrics = ctx.measureText('W');
|
||||
const charWidth = Math.ceil(metrics.width);
|
||||
const charHeight = fontSize * 1.2;
|
||||
|
||||
canvas.width = charWidth * charSet.length;
|
||||
canvas.height = charHeight;
|
||||
|
||||
ctx.font = `${fontSize}px ${fontName}`;
|
||||
ctx.fillStyle = 'white';
|
||||
ctx.textBaseline = 'top';
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
for (let i = 0; i < charSet.length; i++) {
|
||||
ctx.fillText(charSet[i], i * charWidth, 0);
|
||||
}
|
||||
|
||||
const gl = this.gl;
|
||||
if (this.textures.atlas) gl.deleteTexture(this.textures.atlas);
|
||||
|
||||
this.textures.atlas = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.textures.atlas);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
|
||||
this.charAtlas = {
|
||||
width: canvas.width,
|
||||
height: canvas.height,
|
||||
charWidth,
|
||||
charHeight,
|
||||
count: charSet.length
|
||||
};
|
||||
}
|
||||
|
||||
render(image, options) {
|
||||
const gl = this.gl;
|
||||
const program = this.program;
|
||||
|
||||
this.updateAtlas(options.charSetContent, options.fontFamily || 'monospace');
|
||||
|
||||
// Update image texture only if it's a new image
|
||||
if (this.lastImage !== image) {
|
||||
if (this.textures.image) gl.deleteTexture(this.textures.image);
|
||||
this.textures.image = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.textures.image);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
this.lastImage = image;
|
||||
}
|
||||
|
||||
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
|
||||
gl.clearColor(0, 0, 0, 0);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
|
||||
gl.useProgram(program);
|
||||
|
||||
// Attributes
|
||||
const posLoc = gl.getAttribLocation(program, 'a_position');
|
||||
gl.enableVertexAttribArray(posLoc);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position);
|
||||
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
const texLoc = gl.getAttribLocation(program, 'a_texCoord');
|
||||
gl.enableVertexAttribArray(texLoc);
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.texCoord);
|
||||
gl.vertexAttribPointer(texLoc, 2, gl.FLOAT, false, 0, 0);
|
||||
|
||||
// Uniforms
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'u_image'), 0);
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.textures.image);
|
||||
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'u_atlas'), 1);
|
||||
gl.activeTexture(gl.TEXTURE1);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.textures.atlas);
|
||||
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_charCount'), this.charAtlas.count);
|
||||
gl.uniform2f(gl.getUniformLocation(program, 'u_gridSize'), options.width, options.height);
|
||||
gl.uniform2f(gl.getUniformLocation(program, 'u_texSize'), this.charAtlas.width, this.charAtlas.height);
|
||||
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_exposure'), options.exposure);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_contrast'), options.contrast);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_saturation'), options.saturation);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_gamma'), options.gamma);
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'u_invert'), options.invert ? 1 : 0);
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'u_color'), options.color ? 1 : 0);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_overlayStrength'), options.overlayStrength || 0.0);
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'u_enhanceEdges'), options.enhanceEdges ? 1 : 0);
|
||||
|
||||
// Zoom & Magnifier
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_zoom'), options.zoom || 1.0);
|
||||
gl.uniform2f(gl.getUniformLocation(program, 'u_zoomCenter'), options.zoomCenter?.x ?? 0.5, options.zoomCenter?.y ?? 0.5);
|
||||
gl.uniform2f(gl.getUniformLocation(program, 'u_mousePos'), options.mousePos?.x ?? -1.0, options.mousePos?.y ?? -1.0);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_magnifierRadius'), options.magnifierRadius || 0.15);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_magnifierZoom'), options.magnifierZoom || 2.0);
|
||||
gl.uniform1i(gl.getUniformLocation(program, 'u_showMagnifier'), options.showMagnifier ? 1 : 0);
|
||||
gl.uniform1f(gl.getUniformLocation(program, 'u_aspect'), gl.canvas.width / gl.canvas.height);
|
||||
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user