10m node viewer w/ quadtree
This commit is contained in:
12
index.html
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12
index.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>10M Spheres – Quadtree WebGL2 Renderer</title>
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</head>
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<body>
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<div id="root"></div>
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<script type="module" src="/src/main.tsx"></script>
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</body>
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</html>
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2564
package-lock.json
generated
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2564
package-lock.json
generated
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File diff suppressed because it is too large
Load Diff
29
package.json
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29
package.json
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{
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"name": "react-vite-tailwind",
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"private": true,
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"version": "0.0.0",
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"type": "module",
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"scripts": {
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"dev": "vite",
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"build": "vite build",
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"preview": "vite preview"
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},
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"dependencies": {
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"@webgpu/types": "^0.1.69",
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"clsx": "2.1.1",
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"react": "19.2.3",
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"react-dom": "19.2.3",
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"tailwind-merge": "3.4.0"
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},
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"devDependencies": {
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"@tailwindcss/vite": "4.1.17",
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"@types/node": "^22.0.0",
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"@types/react": "19.2.7",
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"@types/react-dom": "19.2.3",
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"@vitejs/plugin-react": "5.1.1",
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"tailwindcss": "4.1.17",
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"typescript": "5.9.3",
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"vite": "7.2.4",
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"vite-plugin-singlefile": "2.3.0"
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}
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}
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188
src/App.tsx
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188
src/App.tsx
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import { useEffect, useRef, useState } from "react";
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import { Renderer } from "./renderer";
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export default function App() {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const [status, setStatus] = useState("Generating 10M particles & building spatial index…");
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const [stats, setStats] = useState({
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fps: 0,
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drawn: 0,
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mode: "",
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zoom: 0,
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ptSize: 0,
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});
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const [error, setError] = useState("");
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useEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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let renderer: Renderer;
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try {
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renderer = new Renderer(canvas);
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} catch (e) {
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setError(e instanceof Error ? e.message : String(e));
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return;
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}
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// Build quadtree + upload (runs once, ~200ms)
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const buildMs = renderer.init();
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setStatus("");
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console.log(`Init complete in ${buildMs.toFixed(0)}ms`);
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// ── Input handling ──
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let dragging = false;
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let lastX = 0;
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let lastY = 0;
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const onDown = (e: MouseEvent) => {
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dragging = true;
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lastX = e.clientX;
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lastY = e.clientY;
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};
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const onMove = (e: MouseEvent) => {
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if (!dragging) return;
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renderer.pan(e.clientX - lastX, e.clientY - lastY);
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lastX = e.clientX;
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lastY = e.clientY;
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};
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const onUp = () => {
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dragging = false;
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};
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const onWheel = (e: WheelEvent) => {
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e.preventDefault();
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const factor = e.deltaY > 0 ? 0.9 : 1 / 0.9;
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renderer.zoomAt(factor, e.clientX, e.clientY);
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};
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canvas.addEventListener("mousedown", onDown);
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window.addEventListener("mousemove", onMove);
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window.addEventListener("mouseup", onUp);
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canvas.addEventListener("wheel", onWheel, { passive: false });
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// ── Render loop ──
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let frameCount = 0;
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let lastTime = performance.now();
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let raf = 0;
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const frame = () => {
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const result = renderer.render();
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frameCount++;
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const now = performance.now();
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if (now - lastTime >= 500) {
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const fps = (frameCount / (now - lastTime)) * 1000;
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setStats({
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fps: Math.round(fps),
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drawn: result.drawnCount,
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mode: result.mode,
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zoom: result.zoom,
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ptSize: result.ptSize,
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});
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frameCount = 0;
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lastTime = now;
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}
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raf = requestAnimationFrame(frame);
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};
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raf = requestAnimationFrame(frame);
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return () => {
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cancelAnimationFrame(raf);
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canvas.removeEventListener("mousedown", onDown);
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window.removeEventListener("mousemove", onMove);
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window.removeEventListener("mouseup", onUp);
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canvas.removeEventListener("wheel", onWheel);
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};
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}, []);
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return (
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<div style={{ width: "100vw", height: "100vh", overflow: "hidden", background: "#000" }}>
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<canvas
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ref={canvasRef}
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style={{ display: "block", width: "100%", height: "100%" }}
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/>
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{/* Loading overlay */}
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{status && (
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<div
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style={{
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position: "absolute",
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inset: 0,
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display: "flex",
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alignItems: "center",
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justifyContent: "center",
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background: "rgba(0,0,0,0.9)",
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color: "#0f0",
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fontFamily: "monospace",
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fontSize: "16px",
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}}
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>
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{status}
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</div>
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)}
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{/* Error overlay */}
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{error && (
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<div
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style={{
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position: "absolute",
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inset: 0,
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display: "flex",
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alignItems: "center",
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justifyContent: "center",
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background: "rgba(0,0,0,0.9)",
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color: "#f44",
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fontFamily: "monospace",
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fontSize: "16px",
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}}
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>
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Error: {error}
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</div>
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)}
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{/* HUD */}
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{!status && !error && (
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<>
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<div
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style={{
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position: "absolute",
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top: 10,
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left: 10,
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background: "rgba(0,0,0,0.75)",
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color: "#0f0",
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fontFamily: "monospace",
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padding: "8px 12px",
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fontSize: "12px",
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lineHeight: "1.6",
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borderRadius: "4px",
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pointerEvents: "none",
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}}
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>
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<div>FPS: {stats.fps}</div>
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<div>Drawn: {stats.drawn.toLocaleString()} / 10,000,000</div>
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<div>Mode: {stats.mode}</div>
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<div>Zoom: {stats.zoom < 0.01 ? stats.zoom.toExponential(2) : stats.zoom.toFixed(2)} px/unit</div>
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<div>Pt Size: {stats.ptSize.toFixed(1)}px</div>
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</div>
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<div
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style={{
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position: "absolute",
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bottom: 10,
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left: 10,
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background: "rgba(0,0,0,0.75)",
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color: "#888",
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fontFamily: "monospace",
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padding: "6px 10px",
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fontSize: "11px",
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borderRadius: "4px",
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pointerEvents: "none",
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}}
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>
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Drag to pan · Scroll to zoom
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</div>
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</>
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)}
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</div>
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);
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}
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1
src/index.css
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1
src/index.css
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@import "tailwindcss";
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10
src/main.tsx
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10
src/main.tsx
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import { StrictMode } from "react";
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import { createRoot } from "react-dom/client";
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import "./index.css";
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import App from "./App";
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createRoot(document.getElementById("root")!).render(
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<StrictMode>
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<App />
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</StrictMode>
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);
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113
src/quadtree.ts
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113
src/quadtree.ts
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/**
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* Quadtree that spatially sorts a particle array in-place at build time.
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* Stores only leaf index ranges [start, end) into the sorted array.
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* NO per-frame methods — this is purely a build-time spatial index.
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*/
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export interface Leaf {
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start: number;
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end: number;
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minX: number;
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minY: number;
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maxX: number;
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maxY: number;
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}
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/**
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* Spatially sort particles using a quadtree and return
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* the sorted array + leaf ranges.
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*
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* Takes raw Float32Arrays (no object allocation).
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* Uses in-place partitioning (zero temporary arrays).
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*/
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export function buildSpatialIndex(
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xs: Float32Array,
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ys: Float32Array
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): { sorted: Float32Array; leaves: Leaf[] } {
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const n = xs.length;
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const order = new Uint32Array(n);
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for (let i = 0; i < n; i++) order[i] = i;
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// Find bounds
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let minX = Infinity,
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minY = Infinity,
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maxX = -Infinity,
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maxY = -Infinity;
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for (let i = 0; i < n; i++) {
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const x = xs[i], y = ys[i];
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if (x < minX) minX = x;
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if (y < minY) minY = y;
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if (x > maxX) maxX = x;
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if (y > maxY) maxY = y;
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}
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const leaves: Leaf[] = [];
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// In-place quicksort-style partitioning
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function partition(
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vals: Float32Array,
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start: number,
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end: number,
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mid: number
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): number {
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let lo = start,
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hi = end - 1;
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while (lo <= hi) {
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while (lo <= hi && vals[order[lo]] < mid) lo++;
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while (lo <= hi && vals[order[hi]] >= mid) hi--;
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if (lo < hi) {
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const t = order[lo];
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order[lo] = order[hi];
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order[hi] = t;
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lo++;
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hi--;
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}
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}
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return lo;
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}
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function build(
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start: number,
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end: number,
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bMinX: number,
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bMinY: number,
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bMaxX: number,
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bMaxY: number,
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depth: number
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): void {
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const count = end - start;
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if (count <= 0) return;
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// Leaf: stop subdividing
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if (count <= 4096 || depth >= 12) {
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leaves.push({ start, end, minX: bMinX, minY: bMinY, maxX: bMaxX, maxY: bMaxY });
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return;
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}
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const midX = (bMinX + bMaxX) / 2;
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const midY = (bMinY + bMaxY) / 2;
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// Partition by X, then each half by Y
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const splitX = partition(xs, start, end, midX);
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const splitLeftY = partition(ys, start, splitX, midY);
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const splitRightY = partition(ys, splitX, end, midY);
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// BL, TL, BR, TR
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build(start, splitLeftY, bMinX, bMinY, midX, midY, depth + 1);
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build(splitLeftY, splitX, bMinX, midY, midX, bMaxY, depth + 1);
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build(splitX, splitRightY, midX, bMinY, bMaxX, midY, depth + 1);
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build(splitRightY, end, midX, midY, bMaxX, bMaxY, depth + 1);
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}
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build(0, n, minX, minY, maxX, maxY, 0);
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// Reorder particles to match tree layout
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const sorted = new Float32Array(n * 2);
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for (let i = 0; i < n; i++) {
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const src = order[i];
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sorted[i * 2] = xs[src];
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sorted[i * 2 + 1] = ys[src];
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}
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return { sorted, leaves };
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}
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412
src/renderer.ts
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412
src/renderer.ts
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import { buildSpatialIndex, type Leaf } from "./quadtree";
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/* ── Shaders ────────────────────────────────────────────── */
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const VERT = `#version 300 es
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precision highp float;
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in vec2 a_pos;
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uniform vec2 u_center;
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uniform vec2 u_scale;
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uniform float u_ptSize;
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void main() {
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gl_Position = vec4((a_pos - u_center) * u_scale, 0.0, 1.0);
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gl_PointSize = u_ptSize;
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}
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`;
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const FRAG = `#version 300 es
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precision mediump float;
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out vec4 o;
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void main() {
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vec2 c = gl_PointCoord * 2.0 - 1.0;
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if (dot(c, c) > 1.0) discard;
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o = vec4(0.3, 0.55, 1.0, 0.5);
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}
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`;
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const LINE_FRAG = `#version 300 es
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precision mediump float;
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out vec4 o;
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void main() {
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o = vec4(0.3, 0.55, 1.0, 0.15); // faint lines
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}
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`;
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/* ── Types ──────────────────────────────────────────────── */
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export interface RenderStats {
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drawnCount: number;
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mode: string;
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zoom: number;
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ptSize: number;
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}
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/* ── Constants ──────────────────────────────────────────── */
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const COUNT = 10_000_000;
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const EXTENT = 30_000; // particles span [-15000, 15000]
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const WORLD_RADIUS = 4.0; // sphere world-space radius
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const MAX_DRAW = 600_000; // max particles to draw per frame
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/* ── Renderer ───────────────────────────────────────────── */
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export class Renderer {
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private gl: WebGL2RenderingContext;
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private canvas: HTMLCanvasElement;
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private program: WebGLProgram;
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private lineProgram: WebGLProgram;
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private vao: WebGLVertexArrayObject;
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// Data
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private leaves: Leaf[] = [];
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private maxPtSize = 256;
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// Multi-draw extension
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private multiDrawExt: any = null;
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private visibleLeafIndices: Uint32Array = new Uint32Array(0);
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private startsArray: Int32Array = new Int32Array(0);
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private countsArray: Int32Array = new Int32Array(0);
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// Uniform locations
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private uCenter: WebGLUniformLocation;
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private uScale: WebGLUniformLocation;
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private uPtSize: WebGLUniformLocation;
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private uCenterLine: WebGLUniformLocation;
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private uScaleLine: WebGLUniformLocation;
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private linesIbo: WebGLBuffer;
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// Camera state
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private cx = 0;
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private cy = 0;
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private zoom = 0.06; // pixels per world unit (starts zoomed out to see everything)
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constructor(canvas: HTMLCanvasElement) {
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this.canvas = canvas;
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const gl = canvas.getContext("webgl2", { antialias: false, alpha: false });
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if (!gl) throw new Error("WebGL2 not supported");
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this.gl = gl;
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this.multiDrawExt = gl.getExtension('WEBGL_multi_draw');
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||||
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// Compile programs
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this.program = this.compileProgram(VERT, FRAG);
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||||
this.lineProgram = this.compileProgram(VERT, LINE_FRAG);
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||||
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gl.useProgram(this.program);
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this.uCenter = gl.getUniformLocation(this.program, "u_center")!;
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this.uScale = gl.getUniformLocation(this.program, "u_scale")!;
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this.uPtSize = gl.getUniformLocation(this.program, "u_ptSize")!;
|
||||
|
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this.uCenterLine = gl.getUniformLocation(this.lineProgram, "u_center")!;
|
||||
this.uScaleLine = gl.getUniformLocation(this.lineProgram, "u_scale")!;
|
||||
|
||||
// Query hardware max point size
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||||
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);
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||||
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;
|
||||
}
|
||||
}
|
||||
6
src/utils/cn.ts
Normal file
6
src/utils/cn.ts
Normal file
@@ -0,0 +1,6 @@
|
||||
import { clsx, type ClassValue } from "clsx";
|
||||
import { twMerge } from "tailwind-merge";
|
||||
|
||||
export function cn(...inputs: ClassValue[]) {
|
||||
return twMerge(clsx(inputs));
|
||||
}
|
||||
31
tsconfig.json
Normal file
31
tsconfig.json
Normal file
@@ -0,0 +1,31 @@
|
||||
{
|
||||
"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"]
|
||||
}
|
||||
19
vite.config.ts
Normal file
19
vite.config.ts
Normal file
@@ -0,0 +1,19 @@
|
||||
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"),
|
||||
},
|
||||
},
|
||||
});
|
||||
Reference in New Issue
Block a user