feat: migrate GPU renderer from WebGL to wgpu/WASM

This commit is contained in:
Maze Winther
2026-04-01 13:57:32 +02:00
parent b048b739bd
commit e579ae1202
44 changed files with 2745 additions and 1333 deletions
@@ -1,25 +0,0 @@
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_sigma;
uniform float u_step;
uniform vec2 u_direction;
varying vec2 v_texCoord;
void main() {
vec2 texelSize = 1.0 / u_resolution;
vec4 color = vec4(0.0);
float totalWeight = 0.0;
for (int i = -30; i <= 30; i++) {
float pos = float(i) * u_step;
float weight = exp(-(pos * pos) / (2.0 * u_sigma * u_sigma));
color += texture2D(u_texture, v_texCoord + texelSize * u_direction * pos) * weight;
totalWeight += weight;
}
gl_FragColor = color / totalWeight;
}
+9 -9
View File
@@ -1,5 +1,6 @@
import type { EffectDefinition, ResolvedEffectPass } from "@/lib/effects/types";
import blurFragmentShader from "./blur.frag.glsl";
import type { EffectDefinition, EffectPass } from "@/lib/effects/types";
export const GAUSSIAN_BLUR_SHADER = "gaussian-blur";
const MAX_SINGLE_PASS_SIGMA = 10;
const MAX_STEP = 4;
@@ -17,7 +18,7 @@ export function buildGaussianBlurPasses({
}: {
sigmaX: number;
sigmaY: number;
}): ResolvedEffectPass[] {
}): EffectPass[] {
const maxSigma = Math.max(sigmaX, sigmaY);
if (maxSigma < 0.001) return [];
@@ -36,10 +37,10 @@ export function buildGaussianBlurPasses({
const stepX = Math.max(1, perPassSigmaX / MAX_SINGLE_PASS_SIGMA);
const stepY = Math.max(1, perPassSigmaY / MAX_SINGLE_PASS_SIGMA);
const passes: ResolvedEffectPass[] = [];
const passes: EffectPass[] = [];
for (let i = 0; i < iterations; i++) {
passes.push({
fragmentShader: blurFragmentShader,
shader: GAUSSIAN_BLUR_SHADER,
uniforms: {
u_sigma: perPassSigmaX,
u_step: stepX,
@@ -47,7 +48,7 @@ export function buildGaussianBlurPasses({
},
});
passes.push({
fragmentShader: blurFragmentShader,
shader: GAUSSIAN_BLUR_SHADER,
uniforms: {
u_sigma: perPassSigmaY,
u_step: stepY,
@@ -83,10 +84,9 @@ export const blurEffectDefinition: EffectDefinition = {
},
],
renderer: {
type: "webgl",
passes: [
{
fragmentShader: blurFragmentShader,
shader: GAUSSIAN_BLUR_SHADER,
uniforms: ({ effectParams, width }) => ({
u_sigma: Math.max(intensityToSigma(parseIntensity(effectParams), width, 1920), 0.001),
u_step: 1,
@@ -94,7 +94,7 @@ export const blurEffectDefinition: EffectDefinition = {
}),
},
{
fragmentShader: blurFragmentShader,
shader: GAUSSIAN_BLUR_SHADER,
uniforms: ({ effectParams, height }) => ({
u_sigma: Math.max(intensityToSigma(parseIntensity(effectParams), height, 1080), 0.001),
u_step: 1,
@@ -1,7 +0,0 @@
attribute vec2 a_position;
varying vec2 v_texCoord;
void main() {
v_texCoord = a_position * 0.5 + 0.5;
gl_Position = vec4(a_position, 0.0, 1.0);
}
+3 -3
View File
@@ -2,7 +2,7 @@ import { generateUUID } from "@/utils/id";
import { buildDefaultParamValues } from "@/lib/registry";
import { effectsRegistry } from "./registry";
import type { ParamValues } from "@/lib/params";
import type { Effect, EffectDefinition, ResolvedEffectPass } from "@/lib/effects/types";
import type { Effect, EffectDefinition, EffectPass } from "@/lib/effects/types";
import { VISUAL_ELEMENT_TYPES } from "@/lib/timeline";
export { effectsRegistry } from "./registry";
@@ -18,12 +18,12 @@ export function resolveEffectPasses({
effectParams: ParamValues;
width: number;
height: number;
}): ResolvedEffectPass[] {
}): EffectPass[] {
if (definition.renderer.buildPasses) {
return definition.renderer.buildPasses({ effectParams, width, height });
}
return definition.renderer.passes.map((pass) => ({
fragmentShader: pass.fragmentShader,
shader: pass.shader,
uniforms: pass.uniforms({ effectParams, width, height }),
}));
}
+41 -42
View File
@@ -1,42 +1,41 @@
import type { ParamDefinition, ParamValues } from "@/lib/params";
export interface Effect {
id: string;
type: string;
params: ParamValues;
enabled: boolean;
}
export interface ResolvedEffectPass {
fragmentShader: string;
uniforms: Record<string, number | number[]>;
}
export interface WebGLEffectPass {
fragmentShader: string;
uniforms(params: {
effectParams: ParamValues;
width: number;
height: number;
}): Record<string, number | number[]>;
}
export interface WebGLEffectRenderer {
type: "webgl";
passes: WebGLEffectPass[];
buildPasses?: (params: {
effectParams: ParamValues;
width: number;
height: number;
}) => ResolvedEffectPass[];
}
export type EffectRenderer = WebGLEffectRenderer;
export interface EffectDefinition {
type: string;
name: string;
keywords: string[];
params: ParamDefinition[];
renderer: EffectRenderer;
}
import type { ParamDefinition, ParamValues } from "@/lib/params";
export interface Effect {
id: string;
type: string;
params: ParamValues;
enabled: boolean;
}
export type EffectUniformValue = number | number[];
export interface EffectPass {
shader: string;
uniforms: Record<string, EffectUniformValue>;
}
export interface EffectPassTemplate {
shader: string;
uniforms(params: {
effectParams: ParamValues;
width: number;
height: number;
}): Record<string, EffectUniformValue>;
}
export interface EffectRendererConfig {
passes: EffectPassTemplate[];
buildPasses?: (params: {
effectParams: ParamValues;
width: number;
height: number;
}) => EffectPass[];
}
export interface EffectDefinition {
type: string;
name: string;
keywords: string[];
params: ParamDefinition[];
renderer: EffectRendererConfig;
}
@@ -1,36 +0,0 @@
precision mediump float;
uniform sampler2D u_texture;
uniform sampler2D u_jfa_outside;
uniform vec2 u_resolution;
uniform float u_feather_half;
varying vec2 v_texCoord;
vec2 decodeSeed(vec4 encoded) {
float x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
float y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
return vec2(x, y);
}
bool isNoSeed(vec4 encoded) {
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
}
void main() {
vec2 pixelCoord = floor(v_texCoord * u_resolution);
vec4 insideEncoded = texture2D(u_texture, v_texCoord);
vec4 outsideEncoded = texture2D(u_jfa_outside, v_texCoord);
bool hasInside = !isNoSeed(insideEncoded);
bool hasOutside = !isNoSeed(outsideEncoded);
float distToInside = hasInside ? distance(pixelCoord, decodeSeed(insideEncoded)) : 1e5;
float distToOutside = hasOutside ? distance(pixelCoord, decodeSeed(outsideEncoded)) : 1e5;
float signedDist = distToOutside - distToInside;
float alpha = smoothstep(-u_feather_half, u_feather_half, signedDist);
gl_FragColor = vec4(alpha, alpha, alpha, alpha);
}
@@ -1,25 +0,0 @@
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_invert;
varying vec2 v_texCoord;
void main() {
float mask = texture2D(u_texture, v_texCoord).r;
bool isSeed = u_invert > 0.5 ? mask < 0.5 : mask > 0.5;
if (isSeed) {
vec2 pixelCoord = floor(v_texCoord * u_resolution);
float x = pixelCoord.x;
float y = pixelCoord.y;
float xHi = floor(x / 256.0);
float xLo = x - xHi * 256.0;
float yHi = floor(y / 256.0);
float yLo = y - yHi * 256.0;
gl_FragColor = vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0);
} else {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}
@@ -1,60 +0,0 @@
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_step_size;
varying vec2 v_texCoord;
vec2 decodeSeed(vec4 encoded) {
float x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5);
float y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5);
return vec2(x, y);
}
vec4 encodeSeed(vec2 seed) {
float xHi = floor(seed.x / 256.0);
float xLo = seed.x - xHi * 256.0;
float yHi = floor(seed.y / 256.0);
float yLo = seed.y - yHi * 256.0;
return vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0);
}
bool isNoSeed(vec4 encoded) {
return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99;
}
void main() {
vec2 pixelCoord = floor(v_texCoord * u_resolution);
vec2 texelSize = 1.0 / u_resolution;
float bestDist = 1e10;
vec2 bestSeed = vec2(65535.0);
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
vec2 offset = vec2(float(dx), float(dy)) * u_step_size;
vec2 sampleUV = v_texCoord + offset * texelSize;
if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0)
continue;
vec4 encoded = texture2D(u_texture, sampleUV);
if (isNoSeed(encoded))
continue;
vec2 seed = decodeSeed(encoded);
float dist = distance(pixelCoord, seed);
if (dist < bestDist) {
bestDist = dist;
bestSeed = seed;
}
}
}
if (bestDist < 1e9) {
gl_FragColor = encodeSeed(bestSeed);
} else {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}