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const simple_vs_src = `#version 300 es
in vec2 a_pos;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
out vec2 v_uv;
flat out int v_quad_id;
void main() {
vec2 screen01 = (a_pos * u_scale + u_translation) / u_res;
vec2 screen02 = screen01 * 2.0;
screen02.y = 2.0 - screen02.y;
int vertex_index = gl_VertexID % 6;
if (vertex_index == 0) {
v_uv = vec2(0.0, 0.0);
} else if (vertex_index == 1 || vertex_index == 5) {
v_uv = vec2(1.0, 0.0);
} else if (vertex_index == 2 || vertex_index == 4) {
v_uv = vec2(0.0, 1.0);
} else {
v_uv = vec2(1.0, 1.0);
}
v_quad_id = gl_VertexID / 6;
gl_Position = vec4(screen02 - 1.0, 0.0, 1.0);
}
`;
const simple_fs_src = `#version 300 es
precision highp float;
in vec2 v_uv;
flat in int v_quad_id;
layout(location = 0) out vec4 FragColor;
void main() {
vec2 pixel = fwidth(v_uv);
vec2 border = 2.0 * pixel;
if (border.x <= v_uv.x && v_uv.x <= 1.0 - border.x && border.y <= v_uv.y && v_uv.y <= 1.0 - border.y) {
discard;
} else {
vec3 color = vec3(float(v_quad_id * 869363 % 255) / 255.0, float(v_quad_id * 278975 % 255) / 255.0, float(v_quad_id * 587286 % 255) / 255.0);
float alpha = 0.5;
FragColor = vec4(color * alpha, alpha);
}
}
`;
const opaque_vs_src = `#version 300 es
in vec3 a_pos; // .z is radius
in vec4 a_line;
in int a_stroke_id;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform int u_stroke_count;
flat out int v_stroke_id;
void main() {
// Do not inflate quad (as opposed to the full sdf shader), thus only leaving the opaque part
// Shrink to not include the caps
vec2 line_dir = normalize(a_line.zw - a_line.xy);
int vertex_index = gl_VertexID % 4;
vec2 pos = a_pos.xy;
if (vertex_index == 0 || vertex_index == 2) {
// vertices on the "beginning" side of the line
pos.xy += line_dir * a_pos.z / 2.0;
} else {
// on the "ending" side of the line
pos.xy -= line_dir * a_pos.z / 2.0;
}
vec2 screen01 = (pos * u_scale + u_translation) / u_res;
vec2 screen02 = screen01 * 2.0;
screen02.y = 2.0 - screen02.y;
v_stroke_id = a_stroke_id;
gl_Position = vec4(screen02 - 1.0, (float(a_stroke_id) / float(u_stroke_count)) * 2.0 - 1.0, 1.0);
}
`;
const nop_fs_src = `#version 300 es
precision highp float;
flat in int v_stroke_id;
layout(location = 0) out vec4 FragColor;
void main() {
vec3 color = vec3(float(v_stroke_id * 3245 % 255) / 255.0, float(v_stroke_id * 7343 % 255) / 255.0, float(v_stroke_id * 5528 % 255) / 255.0);
FragColor = vec4(color, 1.0);
}
`;
const sdf_vs_src = `#version 300 es
in vec4 a_ab; // original points
in float a_radius;
in int a_stroke_id;
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uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform int u_stroke_count;
uniform int u_stroke_texture_size;
uniform highp usampler2D u_stroke_data;
out vec4 v_line;
out vec2 v_texcoord;
out vec3 v_color;
flat out float v_thickness;
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void main() {
vec2 screen02;
float apron = 1.0; // google "futanari inflation rule 34"
int stroke_data_y = a_stroke_id / u_stroke_texture_size;
int stroke_data_x = a_stroke_id % u_stroke_texture_size;
uvec4 stroke_data = texelFetch(u_stroke_data, ivec2(stroke_data_x, stroke_data_y), 0);
float radius = float(stroke_data.w);
vec2 a = a_ab.xy;
vec2 b = a_ab.zw;
vec2 line_dir = normalize(b - a);
vec2 up_dir = vec2(line_dir.y, -line_dir.x);
vec2 pixel = vec2(2.0) / u_res * apron;
float rscale = apron / u_scale.x;
int vertex_index = gl_VertexID % 6;
vec2 outwards;
vec2 origin;
if (vertex_index == 0) {
// "top left" aka "p1"
origin = a;
outwards = up_dir - line_dir;
} else if (vertex_index == 1 || vertex_index == 5) {
// "top right" aka "p2"
origin = b;
outwards = up_dir + line_dir;
} else if (vertex_index == 2 || vertex_index == 4) {
// "bottom left" aka "p3"
origin = a;
outwards = -up_dir - line_dir;
} else {
// "bottom right" aka "p4"
origin = b;
outwards = -up_dir + line_dir;
}
vec2 pos = origin + normalize(outwards) * radius;
screen02 = (pos.xy * u_scale + u_translation) / u_res + outwards * pixel;
v_texcoord = pos.xy + outwards * rscale;
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screen02.y = 2.0 - screen02.y;
v_line = vec4(a, b);
v_thickness = radius;
v_color = vec3(stroke_data.xyz) / 255.0;
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gl_Position = vec4(screen02 - 1.0, (float(a_stroke_id) / float(u_stroke_count)) * 2.0 - 1.0, 1);
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}
`;
const sdf_fs_src = `#version 300 es
precision highp float;
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uniform int u_debug_mode;
in vec4 v_line;
in vec2 v_texcoord;
in vec3 v_color;
flat in float v_thickness;
layout(location = 0) out vec4 FragColor;
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void main() {
if (u_debug_mode == 0) {
vec2 a = v_line.xy;
vec2 b = v_line.zw;
vec2 pa = v_texcoord - a.xy, ba = b.xy - a.xy;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
float dist = length(pa - ba * h) - v_thickness / 2.0;
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float fade = 0.5 * length(fwidth(v_texcoord));
float alpha = 1.0 - smoothstep(-fade, fade, dist);
FragColor = vec4(v_color * alpha, alpha);
} else {
FragColor = vec4(0.2, 0.0, 0.0, 0.2);
}
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}
`;
const tquad_vs_src = `#version 300 es
in vec2 a_pos;
in vec2 a_texcoord;
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uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
out vec2 v_texcoord;
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void main() {
vec2 screen01 = (a_pos * u_scale + u_translation) / u_res;
vec2 screen02 = screen01 * 2.0;
screen02.y = 2.0 - screen02.y;
vec2 screen11 = screen02 - 1.0;
v_texcoord = a_texcoord;
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gl_Position = vec4(screen11, 0, 1);
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}
`;
const tquad_fs_src = `#version 300 es
precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D u_texture;
uniform bool u_outline;
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layout(location = 0) out vec4 FragColor;
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void main() {
if (!u_outline) {
FragColor = texture(u_texture, v_texcoord);
} else {
FragColor = mix(texture(u_texture, v_texcoord), vec4(0.7, 0.7, 0.95, 1), 0.5);
}
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}
`;
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function init_webgl(state, context) {
context.canvas = document.querySelector('#c');
context.gl = context.canvas.getContext('webgl2', {
'preserveDrawingBuffer': true,
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'desynchronized': true,
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'antialias': false,
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});
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const gl = context.gl;
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.GEQUAL);
context.gpu_timer_ext = gl.getExtension('EXT_disjoint_timer_query_webgl2');
if (context.gpu_timer_ext === null) {
context.gpu_timer_ext = gl.getExtension('EXT_disjoint_timer_query');
}
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const quad_vs = create_shader(gl, gl.VERTEX_SHADER, tquad_vs_src);
const quad_fs = create_shader(gl, gl.FRAGMENT_SHADER, tquad_fs_src);
const sdf_vs = create_shader(gl, gl.VERTEX_SHADER, sdf_vs_src);
const sdf_fs = create_shader(gl, gl.FRAGMENT_SHADER, sdf_fs_src);
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const opaque_vs = create_shader(gl, gl.VERTEX_SHADER, opaque_vs_src);
const nop_fs = create_shader(gl, gl.FRAGMENT_SHADER, nop_fs_src);
const simple_vs = create_shader(gl, gl.VERTEX_SHADER, simple_vs_src);
const simple_fs = create_shader(gl, gl.FRAGMENT_SHADER, simple_fs_src);
context.programs['image'] = create_program(gl, quad_vs, quad_fs);
context.programs['debug'] = create_program(gl, simple_vs, simple_fs);
context.programs['sdf'] = {
'opaque': create_program(gl, opaque_vs, nop_fs),
'main': create_program(gl, sdf_vs, sdf_fs),
};
context.locations['debug'] = {
'a_pos': gl.getAttribLocation(context.programs['debug'], 'a_pos'),
'u_res': gl.getUniformLocation(context.programs['debug'], 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['debug'], 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['debug'], 'u_translation'),
};
context.locations['sdf'] = {
'opaque': {
'a_pos': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_pos'),
'a_line': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_line'),
'a_stroke_id': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_stroke_id'),
'u_res': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_translation'),
'u_stroke_count': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_stroke_count'),
},
'main': {
'a_ab': gl.getAttribLocation(context.programs['sdf'].main, 'a_ab'),
'a_stroke_id': gl.getAttribLocation(context.programs['sdf'].main, 'a_stroke_id'),
'u_res': gl.getUniformLocation(context.programs['sdf'].main, 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['sdf'].main, 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['sdf'].main, 'u_translation'),
'u_debug_mode': gl.getUniformLocation(context.programs['sdf'].main, 'u_debug_mode'),
'u_stroke_count': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_count'),
'u_stroke_data': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_data'),
'u_stroke_texture_size': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_texture_size'),
}
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};
for (let i = 0; i < context.lods.length; ++i) {
const level = context.lods[i];
level.data_buffer = gl.createBuffer();
level.index_buffer = gl.createBuffer();
}
context.buffers['debug'] = {
'b_packed': gl.createBuffer(),
};
context.buffers['sdf'] = {
'b_packed_dynamic': gl.createBuffer(),
'b_packed_dynamic_index': gl.createBuffer(),
};
context.textures = {
'stroke_data': gl.createTexture(),
};
gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16UI, config.stroke_texture_size, config.stroke_texture_size, 0, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, null);
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const resize_canvas = (entries) => {
// https://www.khronos.org/webgl/wiki/HandlingHighDPI
const entry = entries[0];
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let width;
let height;
if (entry.devicePixelContentBoxSize) {
width = entry.devicePixelContentBoxSize[0].inlineSize;
height = entry.devicePixelContentBoxSize[0].blockSize;
} else if (entry.contentBoxSize) {
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// fallback for Safari that will not always be correct
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width = Math.round(entry.contentBoxSize[0].inlineSize * devicePixelRatio);
height = Math.round(entry.contentBoxSize[0].blockSize * devicePixelRatio);
}
context.canvas.width = width;
context.canvas.height = height;
schedule_draw(state, context);
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}
const resize_observer = new ResizeObserver(resize_canvas);
resize_observer.observe(context.canvas);
}
function create_shader(gl, type, source) {
const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
}
console.error(type, ':', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}
function create_program(gl, vs, fs) {
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program;
}
console.error('link:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}