I've fleshed out a loop to dynamically generate texture sizes for each different view I have in a browser-based visualization using shaders. I know the minimum number of pixels I need in order to pass my values to the shaders; however I need to scale them up to a power of 2 size, and then make sure their x and y dimensions are also powers of two with a 1:1, 2:1, or 1:2 ratio. Right now my loop is infinite, and I suppose I will need to continue to increase the overall power of 2 pixel count until I reach a size that satisfies one of my ratios.
My question is: Is there a more efficient or direct way to achieve what I'm trying to do here?
var motifMinBufferSize = 80000;
var bufferSize; // the total number of texels that will be in the computation buffers (must be a power of two)
var dimensions;
function initValues() {
bufferSize = setBufferSize();
dimensions = setPositionsTextureSize();
}
function setBufferSize() {
var buffer = motifMinBufferSize;
// fill out the buffers to a power of two - necessary for the computation textures in the shaders
var powCount = 1;
var powOf2 = 2;
while ( buffer > powOf2 ) {
powOf2 *= 2;
powCount++;
}
while ( buffer < powOf2 ) {
buffer += 1;
}
}
function setPositionsTextureSize() {
var dimensions = {
texWidth : null,
texHeight : null
};
var foundDimensions = false;
var powOf2 = 2;
while (foundDimensions === false) {
var candidateWidth = bufferSize/powOf2;
if ( candidateWidth === powOf2 || candidateWidth/2 === powOf2 || candidateWidth*2 === powOf2 ) {
dimensions.texWidth = candidateWidth;
dimensions.textHeight = powOf2;
foundDimensions = true;
} else {
powOf2 *= 2;
}
}
return dimensions;
}
Your buffer must contain 2^n elements since both the width and height of the buffer are powers of two. The smallest n that satisfies the requirement of holding
at least motifMinBufferSize
elements is calculated using logarithms: n = Math.ceil(Math.log2(motifMinBufferSize))
.
Let's say height of the buffer is 2^h and the width of the buffer is 2^w. We know that w and h can differ by at most one (due to the restrictions on the ratio of the buffer dimensions). We also know that 2^n = 2^w * 2^h which means n = w + h. Since w and h differ by at most 1, they are both basically half of n. Therefore we can get:
function getBufferDimensions(minBufferSize) {
var n = Math.ceil(Math.log2(minBufferSize));
var w = Math.ceil(n / 2);
var h = n - w;
return {
width: Math.pow(2, w),
height: Math.pow(2, h),
};
}
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Is it possible to do something like the following?
I've been experimenting around with HTML5 and SVG and am very new to JavaScript and web programming so theres probably something I'm missingI am trying create reusable web components leveraging some of the new HTML features such as link, shadow dom and extending...
I have searched around but can't find a solution for this that works