Triangle LED Hero
Analytic edge-glow triangle with LED emitters, floor radiance, and interactive color deploy. Canvas-scoped pointer input drives the lighting while an accessible mode selector chooses highlighted edges.
index.tsxcontrols.tsxtypes.tsrenderer.tsscene-renderer.tslight-sources-raw.tslight-sources-pass.tsled-buffer.tssettings.tshero-frame-state.tsdirect-triangle-raycast.tsvalue-noise.tstriangle-hit.tssim-sizing.tsshaders/light-sources.wgslshaders/led-emitters.wgslshaders/direct-triangle-raycast.wgslshaders/floor-noise.wgslshaders/color-utils.wgslshaders/geometry.wgslshaders/floor-falloff.wgslshaders/hash.wgslshaders/themes/dark/main-scene-floor.wgslshaders/themes/light/main-scene-floor.wgsl
import type { Bundle, Frame, FramePass, Gpu, Target } from 'vgpu';
import lightSourcesWgsl from './shaders/light-sources.wgsl';
import ledEmittersWgsl from './shaders/led-emitters.wgsl';
import {
LEDS_PER_EDGE,
LED_EMITTER_MESH_EXPANSION_PX,
LED_SDF_CROP_EXPANSION_PX,
TUNABLE_DEFAULTS,
TUNABLE_RANGES,
canonicalTriangleGeometry,
triangleEdgeLedLayout,
triangleLedRadius,
triangleLedShapeDimensions,
type RenderSize,
} from './settings';
import type { BrushState, SceneTunables as LightTunables } from './light-sources-pass';
import { bundle, draw, geometry, target } from "vgpu";
const LIGHT_SOURCES_FORMAT: GPUTextureFormat = 'rgba16float';
export interface LightSourcesRaw {
readonly texture: Target;
readonly ready?: Promise<void>;
encode(args: {
frame: Frame;
brush: BrushState;
time: number;
tunables: LightTunables;
renderBlackOccluder?: boolean;
}): void;
destroy(): void;
}
interface CreateLightSourcesRawOptions {
size: readonly [number, number];
ledStorage: unknown;
ledRadius?: number;
ledShape?: ReturnType<typeof triangleLedShapeDimensions>;
triangle?: ReturnType<typeof canonicalTriangleGeometry>;
}
export function createLightSourcesRaw(
gpu: Gpu,
opts: CreateLightSourcesRawOptions,
): LightSourcesRaw {
const simSize: RenderSize = { width: opts.size[0], height: opts.size[1] };
const triangle = opts.triangle ?? canonicalTriangleGeometry(simSize);
const ledRadius = opts.ledRadius ?? triangleLedRadius(simSize);
const ledShape =
opts.ledShape ?? triangleLedShapeDimensions(simSize, LEDS_PER_EDGE);
const colorTarget = target(gpu, {
size: [simSize.width, simSize.height],
format: LIGHT_SOURCES_FORMAT,
label: 'triangle-led-front-light-sources',
});
const ledVertices = ledEmitterVertexData(
simSize,
LED_EMITTER_MESH_EXPANSION_PX,
);
const ledGeometry = geometry(gpu, {
label: 'triangle-led-front-led-emitters',
buffers: [{
data: ledVertices.buffer as ArrayBuffer,
stride: 24,
attributes: {
position: 'float32x2',
local: 'float32x2',
led_index: 'float32',
},
}],
});
const lightSourcesDraw = draw(gpu, {
shader: lightSourcesWgsl,
label: 'triangle-led-front-light-sources-pass',
vertices: 3,
set: { cfg: initialLightSourcesUniform(), leds: opts.ledStorage },
});
const ledEmittersDraw = draw(gpu, {
shader: ledEmittersWgsl,
label: 'triangle-led-front-led-emitters-pass',
geometry: ledGeometry,
blend: {
color: { src: 'one', dst: 'zero' },
alpha: { src: 'one', dst: 'one', op: 'min' },
},
writeMask: ['r', 'g', 'b'],
set: { cfg: initialLightSourcesUniform(), leds: opts.ledStorage },
});
const ready = Promise.all([
lightSourcesDraw.compile(colorTarget),
ledEmittersDraw.compile(colorTarget),
]).then(() => undefined);
const recordClearBundle = (): Bundle => bundle(gpu, { target: colorTarget, label: 'triangle-led-front-light-sources-clear' },
(recorded) => {
recorded.draw(lightSourcesDraw);
recorded.draw(ledEmittersDraw);
},
);
const emittersBundle = bundle(gpu, { target: colorTarget, label: 'triangle-led-front-led-emitters' },
(recorded) => recorded.draw(ledEmittersDraw),
);
let clearBundle = recordClearBundle();
let lastBakeKey: string | undefined;
return {
texture: colorTarget,
ready,
encode({ frame, brush, time, tunables, renderBlackOccluder = true }) {
const sanitizedClipInset = sanitizeTunablePx(
tunables.ledRaycastClipInsetPx,
TUNABLE_RANGES.ledRaycastClipInsetPx,
TUNABLE_DEFAULTS.ledRaycastClipInsetPx,
);
const uniformData = lightSourcesUniform(
simSize,
brush,
time,
tunables,
ledRadius,
ledShape,
triangle,
renderBlackOccluder,
sanitizedClipInset,
);
lightSourcesDraw.set({ cfg: uniformData });
ledEmittersDraw.set({ cfg: uniformData });
const bakeKey = `${renderBlackOccluder ? 1 : 0}:${sanitizedClipInset}`;
if (bakeKey !== lastBakeKey) {
clearBundle = recordClearBundle();
lastBakeKey = bakeKey;
frame.pass(
{ target: colorTarget, clear: [0, 0, 0, 1000] },
(pass: FramePass) => pass.bundles(clearBundle),
);
} else {
frame.pass(
{ target: colorTarget, clear: false },
(pass: FramePass) => pass.bundles(emittersBundle),
);
}
},
destroy() {
(colorTarget as { destroy?: () => void }).destroy?.();
ledGeometry.destroy();
},
};
}
function lightSourcesUniform(
size: RenderSize,
brush: BrushState,
time: number,
tunables: LightTunables,
ledRadius: number,
ledShape: ReturnType<typeof triangleLedShapeDimensions>,
triangle: ReturnType<typeof canonicalTriangleGeometry>,
renderBlackOccluder: boolean,
sanitizedClipInset: number,
) {
return {
resolution: [size.width, size.height],
time,
floor_albedo: tunables.darkFloorAlbedo,
brush: [brush.x, brush.y, brush.active ? 1 : 0, brush.radius],
colour: [brush.colour.r, brush.colour.g, brush.colour.b, 0],
tunables: [
tunables.ledIntensity,
tunables.brightnessMin,
tunables.brightnessMax,
ledRadius,
],
triangle: [
triangle.center.x,
triangle.center.y,
triangle.circumradius,
triangle.sideLength * 0.5,
],
options: [
renderBlackOccluder ? 1 : 0,
tunables.ledHitThreshold,
ledShape.tangentHalfLength,
ledShape.normalHalfThickness,
],
led_clip: [
LED_SDF_CROP_EXPANSION_PX,
sanitizedClipInset,
0,
0,
],
};
}
function initialLightSourcesUniform() {
return {
resolution: [0, 0],
time: 0,
floor_albedo: 0,
brush: [0, 0, 0, 0],
colour: [0, 0, 0, 0],
tunables: [0, 0, 0, 0],
triangle: [0, 0, 0, 0],
options: [0, 0, 0, 0],
led_clip: [0, 0, 0, 0],
};
}
function sanitizeTunablePx(
value: number,
range: { min: number; max: number },
fallback: number,
): number {
if (!Number.isFinite(value)) return fallback;
return Math.min(range.max, Math.max(range.min, value));
}
function ledEmitterVertexData(
size: RenderSize,
pad: number,
): Float32Array {
const layout = triangleEdgeLedLayout(size, LEDS_PER_EDGE);
const { tangentHalfLength, normalHalfThickness } = layout.ledShape;
const paddedHalfLength = tangentHalfLength + pad;
const paddedHalfThickness = normalHalfThickness + pad;
const values: number[] = [];
const pushVertex = (
ledIndex: number,
x: number,
y: number,
t: number,
n: number,
) => {
values.push(x, y, t, n, ledIndex, 0);
};
const pushQuad = (
ledIndex: number,
center: { x: number; y: number },
edgeDir: { x: number; y: number },
edgeNormal: { x: number; y: number },
startT: number,
endT: number,
minN: number,
maxN: number,
) => {
const corners = [
{ t: startT, n: minN },
{ t: endT, n: minN },
{ t: endT, n: maxN },
{ t: startT, n: maxN },
] as const;
const indices = [0, 1, 2, 0, 2, 3] as const;
for (const cornerIndex of indices) {
const corner = corners[cornerIndex];
pushVertex(
ledIndex,
center.x + edgeDir.x * corner.t + edgeNormal.x * corner.n,
center.y + edgeDir.y * corner.t + edgeNormal.y * corner.n,
corner.t,
corner.n,
);
}
};
for (const [ledIndex, led] of layout.positions.entries()) {
const basis = edgeBasis(led.angle ?? 0);
pushQuad(
ledIndex,
led,
basis.dir,
basis.normal,
-paddedHalfLength,
paddedHalfLength,
-paddedHalfThickness,
paddedHalfThickness,
);
}
const triangleVertices = [
layout.geometry.top,
layout.geometry.left,
layout.geometry.right,
] as const;
for (let edge = 0; edge < 3; edge++) {
const prevEdge = (edge + 2) % 3;
const incomingLed = prevEdge * LEDS_PER_EDGE + LEDS_PER_EDGE - 1;
const outgoingLed = edge * LEDS_PER_EDGE;
const incoming = layout.positions[incomingLed];
const outgoing = layout.positions[outgoingLed];
const corner = triangleVertices[edge];
if (!incoming || !outgoing || !corner) continue;
const incomingBasis = edgeBasis(incoming.angle ?? 0);
const outgoingBasis = edgeBasis(outgoing.angle ?? 0);
const incomingEnd = {
x: incoming.x + incomingBasis.dir.x * paddedHalfLength,
y: incoming.y + incomingBasis.dir.y * paddedHalfLength,
};
const outgoingStart = {
x: outgoing.x - outgoingBasis.dir.x * paddedHalfLength,
y: outgoing.y - outgoingBasis.dir.y * paddedHalfLength,
};
const inwardBisector = normalize({
x: incomingEnd.x + outgoingStart.x - corner.x * 2,
y: incomingEnd.y + outgoingStart.y - corner.y * 2,
});
const seam = {
x:
corner.x +
inwardBisector.x * (layout.ledShape.cornerTrim + paddedHalfLength),
y:
corner.y +
inwardBisector.y * (layout.ledShape.cornerTrim + paddedHalfLength),
};
const incomingBoundary = fartherPoint(
offsetPoint(incomingEnd, incomingBasis.normal, -paddedHalfThickness),
offsetPoint(incomingEnd, incomingBasis.normal, paddedHalfThickness),
outgoingStart,
);
const outgoingBoundary = fartherPoint(
offsetPoint(outgoingStart, outgoingBasis.normal, -paddedHalfThickness),
offsetPoint(outgoingStart, outgoingBasis.normal, paddedHalfThickness),
incomingEnd,
);
const outerMiter =
lineIntersection(
incomingBoundary,
incomingBasis.dir,
outgoingBoundary,
outgoingBasis.dir,
) ?? corner;
pushVertex(incomingLed, outerMiter.x, outerMiter.y, tangentHalfLength, 0);
pushVertex(
incomingLed,
incomingBoundary.x,
incomingBoundary.y,
paddedHalfLength,
incomingBoundary.n,
);
pushVertex(incomingLed, seam.x, seam.y, tangentHalfLength, 0);
pushVertex(outgoingLed, outerMiter.x, outerMiter.y, -tangentHalfLength, 0);
pushVertex(outgoingLed, seam.x, seam.y, -tangentHalfLength, 0);
pushVertex(
outgoingLed,
outgoingBoundary.x,
outgoingBoundary.y,
-paddedHalfLength,
outgoingBoundary.n,
);
}
return new Float32Array(values);
}
function edgeBasis(angle: number) {
const dir = { x: Math.cos(angle), y: Math.sin(angle) };
return { dir, normal: { x: -dir.y, y: dir.x } };
}
function normalize(v: { x: number; y: number }) {
const length = Math.hypot(v.x, v.y);
if (length <= 0) return { x: 0, y: 0 };
return { x: v.x / length, y: v.y / length };
}
function offsetPoint(
point: { x: number; y: number },
normal: { x: number; y: number },
n: number,
) {
return { x: point.x + normal.x * n, y: point.y + normal.y * n, n };
}
function fartherPoint<T extends { x: number; y: number }>(
a: T,
b: T,
from: { x: number; y: number },
): T {
return distanceSquared(a, from) >= distanceSquared(b, from) ? a : b;
}
function distanceSquared(
a: { x: number; y: number },
b: { x: number; y: number },
) {
const dx = a.x - b.x;
const dy = a.y - b.y;
return dx * dx + dy * dy;
}
function lineIntersection(
p: { x: number; y: number },
pd: { x: number; y: number },
q: { x: number; y: number },
qd: { x: number; y: number },
): { x: number; y: number } | undefined {
const denom = pd.x * qd.y - pd.y * qd.x;
if (Math.abs(denom) < 1e-6) return undefined;
const s = ((q.x - p.x) * qd.y - (q.y - p.y) * qd.x) / denom;
return { x: p.x + pd.x * s, y: p.y + pd.y * s };
}