10m node viewer w/ quadtree

This commit is contained in:
Oxy8
2026-02-08 01:00:12 -03:00
commit d6d37d93d5
11 changed files with 3385 additions and 0 deletions

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index.html Normal file
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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>10M Spheres Quadtree WebGL2 Renderer</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>

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package-lock.json generated Normal file

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package.json Normal file
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{
"name": "react-vite-tailwind",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
},
"dependencies": {
"@webgpu/types": "^0.1.69",
"clsx": "2.1.1",
"react": "19.2.3",
"react-dom": "19.2.3",
"tailwind-merge": "3.4.0"
},
"devDependencies": {
"@tailwindcss/vite": "4.1.17",
"@types/node": "^22.0.0",
"@types/react": "19.2.7",
"@types/react-dom": "19.2.3",
"@vitejs/plugin-react": "5.1.1",
"tailwindcss": "4.1.17",
"typescript": "5.9.3",
"vite": "7.2.4",
"vite-plugin-singlefile": "2.3.0"
}
}

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import { useEffect, useRef, useState } from "react";
import { Renderer } from "./renderer";
export default function App() {
const canvasRef = useRef<HTMLCanvasElement>(null);
const [status, setStatus] = useState("Generating 10M particles & building spatial index…");
const [stats, setStats] = useState({
fps: 0,
drawn: 0,
mode: "",
zoom: 0,
ptSize: 0,
});
const [error, setError] = useState("");
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
let renderer: Renderer;
try {
renderer = new Renderer(canvas);
} catch (e) {
setError(e instanceof Error ? e.message : String(e));
return;
}
// Build quadtree + upload (runs once, ~200ms)
const buildMs = renderer.init();
setStatus("");
console.log(`Init complete in ${buildMs.toFixed(0)}ms`);
// ── Input handling ──
let dragging = false;
let lastX = 0;
let lastY = 0;
const onDown = (e: MouseEvent) => {
dragging = true;
lastX = e.clientX;
lastY = e.clientY;
};
const onMove = (e: MouseEvent) => {
if (!dragging) return;
renderer.pan(e.clientX - lastX, e.clientY - lastY);
lastX = e.clientX;
lastY = e.clientY;
};
const onUp = () => {
dragging = false;
};
const onWheel = (e: WheelEvent) => {
e.preventDefault();
const factor = e.deltaY > 0 ? 0.9 : 1 / 0.9;
renderer.zoomAt(factor, e.clientX, e.clientY);
};
canvas.addEventListener("mousedown", onDown);
window.addEventListener("mousemove", onMove);
window.addEventListener("mouseup", onUp);
canvas.addEventListener("wheel", onWheel, { passive: false });
// ── Render loop ──
let frameCount = 0;
let lastTime = performance.now();
let raf = 0;
const frame = () => {
const result = renderer.render();
frameCount++;
const now = performance.now();
if (now - lastTime >= 500) {
const fps = (frameCount / (now - lastTime)) * 1000;
setStats({
fps: Math.round(fps),
drawn: result.drawnCount,
mode: result.mode,
zoom: result.zoom,
ptSize: result.ptSize,
});
frameCount = 0;
lastTime = now;
}
raf = requestAnimationFrame(frame);
};
raf = requestAnimationFrame(frame);
return () => {
cancelAnimationFrame(raf);
canvas.removeEventListener("mousedown", onDown);
window.removeEventListener("mousemove", onMove);
window.removeEventListener("mouseup", onUp);
canvas.removeEventListener("wheel", onWheel);
};
}, []);
return (
<div style={{ width: "100vw", height: "100vh", overflow: "hidden", background: "#000" }}>
<canvas
ref={canvasRef}
style={{ display: "block", width: "100%", height: "100%" }}
/>
{/* Loading overlay */}
{status && (
<div
style={{
position: "absolute",
inset: 0,
display: "flex",
alignItems: "center",
justifyContent: "center",
background: "rgba(0,0,0,0.9)",
color: "#0f0",
fontFamily: "monospace",
fontSize: "16px",
}}
>
{status}
</div>
)}
{/* Error overlay */}
{error && (
<div
style={{
position: "absolute",
inset: 0,
display: "flex",
alignItems: "center",
justifyContent: "center",
background: "rgba(0,0,0,0.9)",
color: "#f44",
fontFamily: "monospace",
fontSize: "16px",
}}
>
Error: {error}
</div>
)}
{/* HUD */}
{!status && !error && (
<>
<div
style={{
position: "absolute",
top: 10,
left: 10,
background: "rgba(0,0,0,0.75)",
color: "#0f0",
fontFamily: "monospace",
padding: "8px 12px",
fontSize: "12px",
lineHeight: "1.6",
borderRadius: "4px",
pointerEvents: "none",
}}
>
<div>FPS: {stats.fps}</div>
<div>Drawn: {stats.drawn.toLocaleString()} / 10,000,000</div>
<div>Mode: {stats.mode}</div>
<div>Zoom: {stats.zoom < 0.01 ? stats.zoom.toExponential(2) : stats.zoom.toFixed(2)} px/unit</div>
<div>Pt Size: {stats.ptSize.toFixed(1)}px</div>
</div>
<div
style={{
position: "absolute",
bottom: 10,
left: 10,
background: "rgba(0,0,0,0.75)",
color: "#888",
fontFamily: "monospace",
padding: "6px 10px",
fontSize: "11px",
borderRadius: "4px",
pointerEvents: "none",
}}
>
Drag to pan · Scroll to zoom
</div>
</>
)}
</div>
);
}

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@import "tailwindcss";

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import { StrictMode } from "react";
import { createRoot } from "react-dom/client";
import "./index.css";
import App from "./App";
createRoot(document.getElementById("root")!).render(
<StrictMode>
<App />
</StrictMode>
);

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/**
* Quadtree that spatially sorts a particle array in-place at build time.
* Stores only leaf index ranges [start, end) into the sorted array.
* NO per-frame methods — this is purely a build-time spatial index.
*/
export interface Leaf {
start: number;
end: number;
minX: number;
minY: number;
maxX: number;
maxY: number;
}
/**
* Spatially sort particles using a quadtree and return
* the sorted array + leaf ranges.
*
* Takes raw Float32Arrays (no object allocation).
* Uses in-place partitioning (zero temporary arrays).
*/
export function buildSpatialIndex(
xs: Float32Array,
ys: Float32Array
): { sorted: Float32Array; leaves: Leaf[] } {
const n = xs.length;
const order = new Uint32Array(n);
for (let i = 0; i < n; i++) order[i] = i;
// Find bounds
let minX = Infinity,
minY = Infinity,
maxX = -Infinity,
maxY = -Infinity;
for (let i = 0; i < n; i++) {
const x = xs[i], y = ys[i];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
const leaves: Leaf[] = [];
// In-place quicksort-style partitioning
function partition(
vals: Float32Array,
start: number,
end: number,
mid: number
): number {
let lo = start,
hi = end - 1;
while (lo <= hi) {
while (lo <= hi && vals[order[lo]] < mid) lo++;
while (lo <= hi && vals[order[hi]] >= mid) hi--;
if (lo < hi) {
const t = order[lo];
order[lo] = order[hi];
order[hi] = t;
lo++;
hi--;
}
}
return lo;
}
function build(
start: number,
end: number,
bMinX: number,
bMinY: number,
bMaxX: number,
bMaxY: number,
depth: number
): void {
const count = end - start;
if (count <= 0) return;
// Leaf: stop subdividing
if (count <= 4096 || depth >= 12) {
leaves.push({ start, end, minX: bMinX, minY: bMinY, maxX: bMaxX, maxY: bMaxY });
return;
}
const midX = (bMinX + bMaxX) / 2;
const midY = (bMinY + bMaxY) / 2;
// Partition by X, then each half by Y
const splitX = partition(xs, start, end, midX);
const splitLeftY = partition(ys, start, splitX, midY);
const splitRightY = partition(ys, splitX, end, midY);
// BL, TL, BR, TR
build(start, splitLeftY, bMinX, bMinY, midX, midY, depth + 1);
build(splitLeftY, splitX, bMinX, midY, midX, bMaxY, depth + 1);
build(splitX, splitRightY, midX, bMinY, bMaxX, midY, depth + 1);
build(splitRightY, end, midX, midY, bMaxX, bMaxY, depth + 1);
}
build(0, n, minX, minY, maxX, maxY, 0);
// Reorder particles to match tree layout
const sorted = new Float32Array(n * 2);
for (let i = 0; i < n; i++) {
const src = order[i];
sorted[i * 2] = xs[src];
sorted[i * 2 + 1] = ys[src];
}
return { sorted, leaves };
}

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import { buildSpatialIndex, type Leaf } from "./quadtree";
/* ── Shaders ────────────────────────────────────────────── */
const VERT = `#version 300 es
precision highp float;
in vec2 a_pos;
uniform vec2 u_center;
uniform vec2 u_scale;
uniform float u_ptSize;
void main() {
gl_Position = vec4((a_pos - u_center) * u_scale, 0.0, 1.0);
gl_PointSize = u_ptSize;
}
`;
const FRAG = `#version 300 es
precision mediump float;
out vec4 o;
void main() {
vec2 c = gl_PointCoord * 2.0 - 1.0;
if (dot(c, c) > 1.0) discard;
o = vec4(0.3, 0.55, 1.0, 0.5);
}
`;
const LINE_FRAG = `#version 300 es
precision mediump float;
out vec4 o;
void main() {
o = vec4(0.3, 0.55, 1.0, 0.15); // faint lines
}
`;
/* ── Types ──────────────────────────────────────────────── */
export interface RenderStats {
drawnCount: number;
mode: string;
zoom: number;
ptSize: number;
}
/* ── Constants ──────────────────────────────────────────── */
const COUNT = 10_000_000;
const EXTENT = 30_000; // particles span [-15000, 15000]
const WORLD_RADIUS = 4.0; // sphere world-space radius
const MAX_DRAW = 600_000; // max particles to draw per frame
/* ── Renderer ───────────────────────────────────────────── */
export class Renderer {
private gl: WebGL2RenderingContext;
private canvas: HTMLCanvasElement;
private program: WebGLProgram;
private lineProgram: WebGLProgram;
private vao: WebGLVertexArrayObject;
// Data
private leaves: Leaf[] = [];
private maxPtSize = 256;
// Multi-draw extension
private multiDrawExt: any = null;
private visibleLeafIndices: Uint32Array = new Uint32Array(0);
private startsArray: Int32Array = new Int32Array(0);
private countsArray: Int32Array = new Int32Array(0);
// Uniform locations
private uCenter: WebGLUniformLocation;
private uScale: WebGLUniformLocation;
private uPtSize: WebGLUniformLocation;
private uCenterLine: WebGLUniformLocation;
private uScaleLine: WebGLUniformLocation;
private linesIbo: WebGLBuffer;
// Camera state
private cx = 0;
private cy = 0;
private zoom = 0.06; // pixels per world unit (starts zoomed out to see everything)
constructor(canvas: HTMLCanvasElement) {
this.canvas = canvas;
const gl = canvas.getContext("webgl2", { antialias: false, alpha: false });
if (!gl) throw new Error("WebGL2 not supported");
this.gl = gl;
this.multiDrawExt = gl.getExtension('WEBGL_multi_draw');
// Compile programs
this.program = this.compileProgram(VERT, FRAG);
this.lineProgram = this.compileProgram(VERT, LINE_FRAG);
gl.useProgram(this.program);
this.uCenter = gl.getUniformLocation(this.program, "u_center")!;
this.uScale = gl.getUniformLocation(this.program, "u_scale")!;
this.uPtSize = gl.getUniformLocation(this.program, "u_ptSize")!;
this.uCenterLine = gl.getUniformLocation(this.lineProgram, "u_center")!;
this.uScaleLine = gl.getUniformLocation(this.lineProgram, "u_scale")!;
// Query hardware max point size
const range = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE) as Float32Array;
this.maxPtSize = range[1] || 256;
// Create VAO + VBO (empty for now)
this.vao = gl.createVertexArray()!;
gl.bindVertexArray(this.vao);
const vbo = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
// We forced a_pos to location 0 in compileProgram
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
this.linesIbo = gl.createBuffer()!;
// Blending
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clearColor(0.02, 0.02, 0.05, 1.0);
}
/**
* Generate 10M random particles, build quadtree, upload to GPU.
* Call once at startup. Returns build time in ms.
*/
init(): number {
const t0 = performance.now();
const gl = this.gl;
// Generate random positions as typed arrays (no object allocation)
const xs = new Float32Array(COUNT);
const ys = new Float32Array(COUNT);
for (let i = 0; i < COUNT; i++) {
xs[i] = (Math.random() - 0.5) * EXTENT;
ys[i] = (Math.random() - 0.5) * EXTENT;
}
// Build quadtree (spatially sorts the array)
const { sorted, leaves } = buildSpatialIndex(xs, ys);
this.leaves = leaves;
// Pre-allocate arrays for render loop (zero-allocation rendering)
this.visibleLeafIndices = new Uint32Array(leaves.length);
this.startsArray = new Int32Array(leaves.length);
this.countsArray = new Int32Array(leaves.length);
// Upload sorted particles to GPU as STATIC VBO (never changes)
gl.bindVertexArray(this.vao);
gl.bufferData(gl.ARRAY_BUFFER, sorted, gl.STATIC_DRAW);
gl.bindVertexArray(null);
// Build relationships (lines)
const lineIndices = new Uint32Array(COUNT * 4);
for (let j = 0; j < leaves.length; j++) {
const lf = leaves[j];
const leafSize = lf.end - lf.start;
if (leafSize <= 1) continue;
for (let i = lf.start; i < lf.end; i++) {
const x = sorted[i * 2];
const y = sorted[i * 2 + 1];
let best1 = -1, best2 = -1;
let dist1 = Infinity, dist2 = Infinity;
// Find closest 2 points within a small local sliding window (spatially coherent)
const windowSize = Math.min(12, leafSize - 1);
for (let w = 1; w <= windowSize; w++) {
const candidate = lf.start + ((i - lf.start + w) % leafSize);
const cx = sorted[candidate * 2];
const cy = sorted[candidate * 2 + 1];
const dx = x - cx;
const dy = y - cy;
const d2 = dx*dx + dy*dy;
if (d2 < dist1) {
dist2 = dist1;
best2 = best1;
dist1 = d2;
best1 = candidate;
} else if (d2 < dist2) {
dist2 = d2;
best2 = candidate;
}
}
// Fallback
if (best1 === -1) best1 = lf.start + ((i - lf.start + 1) % leafSize);
if (best2 === -1) best2 = lf.start + ((i - lf.start + 2) % leafSize);
const base = i * 4;
lineIndices[base + 0] = i;
lineIndices[base + 1] = best1;
lineIndices[base + 2] = i;
lineIndices[base + 3] = best2;
}
}
// Upload lines to GPU (NOT bound to VAO)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.linesIbo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, lineIndices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
return performance.now() - t0;
}
/* ── Camera ───────────────────────────────────────────── */
pan(dx: number, dy: number): void {
// dx, dy in CSS pixels; convert to world units
const dpr = window.devicePixelRatio || 1;
this.cx -= (dx * dpr) / this.zoom;
this.cy -= (dy * dpr) / this.zoom;
}
zoomAt(factor: number, screenX: number, screenY: number): void {
const dpr = window.devicePixelRatio || 1;
const px = screenX * dpr;
const py = screenY * dpr;
// World position under cursor before zoom
const wx = this.cx + (px - this.canvas.width / 2) / this.zoom;
const wy = this.cy + (py - this.canvas.height / 2) / this.zoom;
this.zoom *= factor;
this.zoom = Math.max(1e-4, Math.min(1e7, this.zoom));
// Adjust pan so the same world point stays under cursor
this.cx = wx - (px - this.canvas.width / 2) / this.zoom;
this.cy = wy - (py - this.canvas.height / 2) / this.zoom;
}
getZoom(): number {
return this.zoom;
}
/* ── Render ───────────────────────────────────────────── */
render(): RenderStats {
const gl = this.gl;
const canvas = this.canvas;
// Resize
const dpr = window.devicePixelRatio || 1;
const cw = (canvas.clientWidth * dpr) | 0;
const ch = (canvas.clientHeight * dpr) | 0;
if (canvas.width !== cw || canvas.height !== ch) {
canvas.width = cw;
canvas.height = ch;
}
gl.viewport(0, 0, cw, ch);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.bindVertexArray(this.vao);
// Uniforms: transform world coords to NDC
gl.useProgram(this.program);
gl.uniform2f(this.uCenter, this.cx, this.cy);
gl.uniform2f(
this.uScale,
(this.zoom * 2) / cw,
(-this.zoom * 2) / ch
);
// Point size: world diameter → screen pixels, clamped
const ptSize = Math.max(
1.0,
Math.min(this.maxPtSize, WORLD_RADIUS * 2 * this.zoom)
);
gl.uniform1f(this.uPtSize, ptSize);
// Frustum bounding box
const viewW = cw / this.zoom;
const viewH = ch / this.zoom;
const vMinX = this.cx - viewW / 2;
const vMaxX = this.cx + viewW / 2;
const vMinY = this.cy - viewH / 2;
const vMaxY = this.cy + viewH / 2;
let visibleCount = 0;
let totalVisibleParticles = 0;
// 1. Find all visible leaves and total particles inside frustum
for (let i = 0; i < this.leaves.length; i++) {
const lf = this.leaves[i];
if (
lf.maxX < vMinX ||
lf.minX > vMaxX ||
lf.maxY < vMinY ||
lf.minY > vMaxY
)
continue;
this.visibleLeafIndices[visibleCount++] = i;
totalVisibleParticles += (lf.end - lf.start);
}
// 2. Calculate dynamic sampling ratio based ONLY on visible particles
const ratio = Math.min(1.0, MAX_DRAW / Math.max(1, totalVisibleParticles));
let drawnCount = 0;
// 3. Prepare index/count arrays for drawing
for (let i = 0; i < visibleCount; i++) {
const leafIdx = this.visibleLeafIndices[i];
const lf = this.leaves[leafIdx];
const leafTotal = lf.end - lf.start;
// Since the leaf is randomly unordered internally, taking the first N points
// is a perfect uniform spatial sample of this leaf.
const drawCount = Math.max(1, Math.floor(leafTotal * ratio));
this.startsArray[i] = lf.start;
this.countsArray[i] = drawCount;
drawnCount += drawCount;
}
// 4. Draw Points!
if (visibleCount > 0) {
if (this.multiDrawExt) {
this.multiDrawExt.multiDrawArraysWEBGL(
gl.POINTS,
this.startsArray, 0,
this.countsArray, 0,
visibleCount
);
} else {
// Fallback: batch contiguous runs to minimize draw calls
let currentStart = this.startsArray[0];
let currentCount = this.countsArray[0];
for (let i = 1; i < visibleCount; i++) {
if (currentStart + currentCount === this.startsArray[i]) {
currentCount += this.countsArray[i]; // Merge contiguous
} else {
gl.drawArrays(gl.POINTS, currentStart, currentCount);
currentStart = this.startsArray[i];
currentCount = this.countsArray[i];
}
}
gl.drawArrays(gl.POINTS, currentStart, currentCount);
}
}
// 5. Draw Lines if deeply zoomed in (< 20k total visible particles)
if (totalVisibleParticles < 20000 && visibleCount > 0) {
gl.useProgram(this.lineProgram);
gl.uniform2f(this.uCenterLine, this.cx, this.cy);
gl.uniform2f(this.uScaleLine, (this.zoom * 2) / cw, (-this.zoom * 2) / ch);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.linesIbo);
for (let i = 0; i < visibleCount; i++) {
const leafIdx = this.visibleLeafIndices[i];
const lf = this.leaves[leafIdx];
const leafTotal = lf.end - lf.start;
if (leafTotal <= 1) continue;
// Each node has 4 indices (2 lines)
// Offset is in bytes: start index * 4 (indices per point) * 4 (bytes per uint32)
gl.drawElements(gl.LINES, leafTotal * 4, gl.UNSIGNED_INT, lf.start * 16);
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}
gl.bindVertexArray(null);
const mode = ratio === 1.0
? '100% visible nodes'
: ((ratio * 100).toFixed(1) + '% of visible nodes');
return { drawnCount, mode, zoom: this.zoom, ptSize };
}
/* ── Helpers ──────────────────────────────────────────── */
private compileProgram(vSrc: string, fSrc: string): WebGLProgram {
const gl = this.gl;
const vs = gl.createShader(gl.VERTEX_SHADER)!;
gl.shaderSource(vs, vSrc);
gl.compileShader(vs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
throw new Error("VS: " + gl.getShaderInfoLog(vs));
const fs = gl.createShader(gl.FRAGMENT_SHADER)!;
gl.shaderSource(fs, fSrc);
gl.compileShader(fs);
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
throw new Error("FS: " + gl.getShaderInfoLog(fs));
const prog = gl.createProgram()!;
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
// Force a_pos to location 0 before linking so both programs match VAO
gl.bindAttribLocation(prog, 0, "a_pos");
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS))
throw new Error("Link: " + gl.getProgramInfoLog(prog));
gl.deleteShader(vs);
gl.deleteShader(fs);
return prog;
}
}

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import { clsx, type ClassValue } from "clsx";
import { twMerge } from "tailwind-merge";
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs));
}

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{
"compilerOptions": {
"target": "ES2020",
"useDefineForClassFields": true,
"lib": ["ES2020", "DOM", "DOM.Iterable"],
"module": "ESNext",
"skipLibCheck": true,
"types": ["node"],
/* Bundler mode */
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": true,
"jsx": "react-jsx",
/* Path mapping */
"baseUrl": ".",
"paths": {
"@/*": ["src/*"]
},
/* Linting */
"strict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noFallthroughCasesInSwitch": true
},
"include": ["src", "vite.config.ts"]
}

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import path from "path";
import { fileURLToPath } from "url";
import tailwindcss from "@tailwindcss/vite";
import react from "@vitejs/plugin-react";
import { defineConfig } from "vite";
import { viteSingleFile } from "vite-plugin-singlefile";
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
// https://vite.dev/config/
export default defineConfig({
plugins: [react(), tailwindcss(), viteSingleFile()],
resolve: {
alias: {
"@": path.resolve(__dirname, "src"),
},
},
});