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document.addEventListener('DOMContentLoaded', main);
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const vertex_shader_source = `
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attribute vec2 a_pos;
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attribute vec3 a_triangle_color;
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uniform vec2 u_scale;
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uniform vec2 u_res;
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uniform vec2 u_translation;
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uniform int u_layer;
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varying vec3 v_triangle_color;
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void main() {
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vec2 screen01 = (a_pos * u_scale + u_translation) / u_res;
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vec2 screen02 = screen01 * 2.0;
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screen02.y = 2.0 - screen02.y;
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vec2 screen11 = screen02 - 1.0;
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v_triangle_color = a_triangle_color;
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gl_Position = vec4(screen11, u_layer, 1);
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}
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`;
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const fragment_shader_source = `
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precision mediump float;
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uniform vec3 u_color;
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varying vec3 v_triangle_color;
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void main() {
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gl_FragColor = vec4(v_triangle_color, 1);
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}
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`;
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function create_shader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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return shader;
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}
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console.error(type, ':', gl.getShaderInfoLog(shader));
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gl.deleteShader(shader);
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}
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function create_program(gl, vs, fs) {
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
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return program;
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}
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console.error('link:', gl.getProgramInfoLog(program));
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gl.deleteProgram(program);
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}
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function perpendicular(ax, ay, bx, by, width) {
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// Place points at (stroke_width / 2) distance from the line
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const dirx = bx - ax;
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const diry = by - ay;
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let pdirx = diry;
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let pdiry = -dirx;
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const pdir_norm = Math.sqrt(pdirx * pdirx + pdiry * pdiry);
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pdirx /= pdir_norm;
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pdiry /= pdir_norm;
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return {
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'p1': {
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'x': ax + pdirx * width / 2,
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'y': ay + pdiry * width / 2,
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},
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'p2': {
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'x': ax - pdirx * width / 2,
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'y': ay - pdiry * width / 2,
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}
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};
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}
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const canvas_offset = { 'x': 0, 'y': 0 };
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let moving = false;
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let spacedown = false;
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let drawing = false;
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let canvas_zoom = 5.0;
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let current_stroke = [];
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const bgcolor = { 'r': 0, 'g': 0, 'b': 0 };
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const stroke_color = { 'r': 0.2, 'g': 0.2, 'b': 0.2 };
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let debug_draw = true;
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function push_circle_at(positions, c, o) {
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positions.push(c.x + o[0].x, c.y + o[0].y, c.x + o[4].x, c.y + o[4].y, c.x + o[8].x, c.y + o[8].y);
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positions.push(c.x + o[4].x, c.y + o[4].y, c.x + o[0].x, c.y + o[0].y, c.x + o[2].x, c.y + o[2].y);
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positions.push(c.x + o[8].x, c.y + o[8].y, c.x + o[4].x, c.y + o[4].y, c.x + o[6].x, c.y + o[6].y);
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positions.push(c.x + o[0].x, c.y + o[0].y, c.x + o[8].x, c.y + o[8].y, c.x + o[10].x, c.y + o[10].y);
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positions.push(c.x + o[2].x, c.y + o[2].y, c.x + o[0].x, c.y + o[0].y, c.x + o[1].x, c.y + o[1].y);
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positions.push(c.x + o[4].x, c.y + o[4].y, c.x + o[2].x, c.y + o[2].y, c.x + o[3].x, c.y + o[3].y);
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positions.push(c.x + o[6].x, c.y + o[6].y, c.x + o[4].x, c.y + o[4].y, c.x + o[5].x, c.y + o[5].y);
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positions.push(c.x + o[8].x, c.y + o[8].y, c.x + o[6].x, c.y + o[6].y, c.x + o[7].x, c.y + o[7].y);
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positions.push(c.x + o[10].x, c.y + o[10].y, c.x + o[8].x, c.y + o[8].y, c.x + o[9].x, c.y + o[9].y);
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positions.push(c.x + o[0].x, c.y + o[0].y, c.x + o[10].x, c.y + o[10].y, c.x + o[11].x, c.y + o[11].y);
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}
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function push_stroke_positions(stroke, stroke_width, positions) {
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const points = stroke.points;
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if (points.length < 2) {
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// TODO
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return;
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}
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// Simple 12 point circle (store offsets and reuse)
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const POINTS = 12;
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const phi_step = 2 * Math.PI / POINTS;
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const circle_offsets = [];
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for (let i = 0; i < POINTS; ++i) {
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const phi = phi_step * i;
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const ox = stroke_width / 2 * Math.cos(phi);
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const oy = stroke_width / 2 * Math.sin(phi);
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circle_offsets.push({'x': ox, 'y': oy});
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}
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for (let i = 0; i < points.length - 1; ++i) {
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const px = points[i].x;
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const py = points[i].y;
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const nextpx = points[i + 1].x;
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const nextpy = points[i + 1].y;
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const d1x = nextpx - px;
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const d1y = nextpy - py;
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// Perpendicular to (d1x, d1y), points to the LEFT
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let perp1x = -d1y;
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let perp1y = d1x;
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const perpnorm1 = Math.sqrt(perp1x * perp1x + perp1y * perp1y);
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perp1x /= perpnorm1;
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perp1y /= perpnorm1;
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const s1x = px + perp1x * stroke_width / 2;
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const s1y = py + perp1y * stroke_width / 2;
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const s2x = px - perp1x * stroke_width / 2;
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const s2y = py - perp1y * stroke_width / 2;
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const s3x = nextpx + perp1x * stroke_width / 2;
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const s3y = nextpy + perp1y * stroke_width / 2;
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const s4x = nextpx - perp1x * stroke_width / 2;
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const s4y = nextpy - perp1y * stroke_width / 2;
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positions.push(s1x, s1y, s2x, s2y, s4x, s4y);
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positions.push(s1x, s1y, s4x, s4y, s3x, s3y);
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push_circle_at(positions, points[i], circle_offsets);
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}
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push_circle_at(positions, points[points.length - 1], circle_offsets);
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}
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function draw(gl, program, locations, buffers, strokes) {
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const width = window.innerWidth;
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const height = window.innerHeight;
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if (gl.canvas.width !== width || gl.canvas.height !== height) {
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gl.canvas.width = width;
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gl.canvas.height = height;
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gl.viewport(0, 0, width, height);
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}
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gl.clearColor(bgcolor.r, bgcolor.g, bgcolor.b, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.useProgram(program);
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gl.enableVertexAttribArray(locations['a_pos']);
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gl.enableVertexAttribArray(locations['a_triangle_color']);
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gl.uniform2f(locations['u_res'], width, height);
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gl.uniform2f(locations['u_scale'], canvas_zoom, canvas_zoom);
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gl.uniform2f(locations['u_translation'], canvas_offset.x, canvas_offset.y);
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const positions = [];
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const colors = [];
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const stroke_width = 10;
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for (const stroke of strokes) {
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push_stroke_positions(stroke, stroke_width, positions);
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}
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if (current_stroke.length > 0) {
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push_stroke_positions({'points': current_stroke}, stroke_width, positions);
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}
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const npoints = positions.length / 2;
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for (let i = 0; i < npoints; i += 3) {
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if (!debug_draw) {
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positions.push(0, 0, 0);
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positions.push(0, 0, 0);
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positions.push(0, 0, 0);
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} else {
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let r = (i * 761257125 % 255) / 255.0;
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let g = (i * 871295862 % 255) / 255.0;
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let b = (i * 287238767 % 255) / 255.0;
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if (r < 0.3) r = 0.3;
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if (g < 0.3) g = 0.3;
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if (b < 0.3) b = 0.3;
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positions.push(r, g, b);
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positions.push(r, g, b);
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positions.push(r, g, b);
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}
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}
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const posf32 = new Float32Array(positions);
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const pointbytes = 4 * npoints * 2;
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['in']);
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gl.bufferData(gl.ARRAY_BUFFER, posf32.byteLength, gl.STATIC_DRAW);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, posf32.slice(0, npoints * 2));
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gl.bufferSubData(gl.ARRAY_BUFFER, pointbytes, posf32.slice(npoints * 2));
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{
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
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const size = 2; // 2 components per iteration
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const type = gl.FLOAT; // the data is 32bit floats
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const normalize = false; // don't normalize the data
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const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
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const offset = 0; // start at the beginning of the buffer
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gl.vertexAttribPointer(locations['a_pos'], size, type, normalize, stride, offset);
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}
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{
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
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|
const size = 3; // 3 components per iteration
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|
const type = gl.FLOAT; // the data is 32bit floats
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const normalize = false; // don't normalize the data
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|
const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
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|
const offset = pointbytes; // start at the beginning of the buffer
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gl.vertexAttribPointer(locations['a_triangle_color'], size, type, normalize, stride, offset);
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}
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|
{
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const offset = 0;
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const count = npoints;
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gl.uniform3f(locations['u_color'], stroke_color.r, stroke_color.g, stroke_color.b);
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gl.uniform1i(locations['u_layer'], 0);
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gl.drawArrays(gl.TRIANGLES, offset, count);
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}
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window.requestAnimationFrame(() => draw(gl, program, locations, buffers, strokes));
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}
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|
function main() {
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|
|
const canvas = document.querySelector('#c');
|
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|
|
const gl = canvas.getContext('webgl');
|
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if (!gl) {
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console.error('FUCK!')
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|
return;
|
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}
|
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|
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const vertex_shader = create_shader(gl, gl.VERTEX_SHADER, vertex_shader_source);
|
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const fragment_shader = create_shader(gl, gl.FRAGMENT_SHADER, fragment_shader_source);
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const program = create_program(gl, vertex_shader, fragment_shader)
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const locations = {};
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const buffers = {};
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locations['a_pos'] = gl.getAttribLocation(program, 'a_pos');
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locations['a_triangle_color'] = gl.getAttribLocation(program, 'a_triangle_color');
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locations['u_res'] = gl.getUniformLocation(program, 'u_res');
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|
locations['u_scale'] = gl.getUniformLocation(program, 'u_scale');
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|
locations['u_translation'] = gl.getUniformLocation(program, 'u_translation');
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|
|
locations['u_color'] = gl.getUniformLocation(program, 'u_color');
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|
|
locations['u_layer'] = gl.getUniformLocation(program, 'u_layer');
|
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|
|
buffers['in'] = gl.createBuffer();
|
|
|
|
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|
|
const strokes = [
|
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|
|
{
|
|
|
|
'points': [
|
|
|
|
{'x': 100, 'y': 100},
|
|
|
|
{'x': 105, 'y': 500},
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|
|
|
{'x': 108, 'y': 140},
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|
|
|
{'x': 508, 'y': 240},
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|
|
]
|
|
|
|
}
|
|
|
|
];
|
|
|
|
|
|
|
|
window.addEventListener('keydown', (e) => {
|
|
|
|
if (e.code === 'Space') {
|
|
|
|
spacedown = true;
|
|
|
|
} else if (e.code === 'KeyD') {
|
|
|
|
debug_draw = !debug_draw;
|
|
|
|
if (debug_draw) {
|
|
|
|
stroke_color.r = 0.2;
|
|
|
|
stroke_color.g = 0.2;
|
|
|
|
stroke_color.b = 0.2;
|
|
|
|
bgcolor.r = 0;
|
|
|
|
bgcolor.g = 0;
|
|
|
|
bgcolor.b = 0;
|
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|
|
} else {
|
|
|
|
stroke_color.r = 0;
|
|
|
|
stroke_color.g = 0;
|
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|
|
stroke_color.b = 0;
|
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|
|
bgcolor.r = 1;
|
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|
|
bgcolor.g = 1;
|
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|
|
bgcolor.b = 1;
|
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|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
window.addEventListener('keyup', (e) => {
|
|
|
|
if (e.code === 'Space') {
|
|
|
|
spacedown = false;
|
|
|
|
moving = false;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
canvas.addEventListener('mousedown', (e) => {
|
|
|
|
if (spacedown) {
|
|
|
|
moving = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const x = cursor_x = (e.clientX - canvas_offset.x) / canvas_zoom;
|
|
|
|
const y = cursor_y = (e.clientY - canvas_offset.y) / canvas_zoom;
|
|
|
|
|
|
|
|
current_stroke.length = 0;
|
|
|
|
current_stroke.push({'x': x, 'y': y});
|
|
|
|
drawing = true;
|
|
|
|
});
|
|
|
|
|
|
|
|
canvas.addEventListener('mousemove', (e) => {
|
|
|
|
if (moving) {
|
|
|
|
canvas_offset.x += e.movementX;
|
|
|
|
canvas_offset.y += e.movementY;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (drawing) {
|
|
|
|
const x = cursor_x = (e.clientX - canvas_offset.x) / canvas_zoom;
|
|
|
|
const y = cursor_y = (e.clientY - canvas_offset.y) / canvas_zoom;
|
|
|
|
|
|
|
|
current_stroke.push({'x': x, 'y': y});
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
canvas.addEventListener('mouseup', (e) => {
|
|
|
|
if (spacedown) {
|
|
|
|
moving = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (drawing) {
|
|
|
|
strokes.push({'points': process_stroke(current_stroke)});
|
|
|
|
current_stroke.length = 0;
|
|
|
|
drawing = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
canvas.addEventListener('wheel', (e) => {
|
|
|
|
const x = Math.round((e.clientX - canvas_offset.x) / canvas_zoom);
|
|
|
|
const y = Math.round((e.clientY - canvas_offset.y) / canvas_zoom);
|
|
|
|
|
|
|
|
const dz = (e.deltaY < 0 ? 0.1 : -0.1);
|
|
|
|
const old_zoom = canvas_zoom;
|
|
|
|
|
|
|
|
canvas_zoom *= (1.0 + dz);
|
|
|
|
|
|
|
|
if (canvas_zoom > 100.0) {
|
|
|
|
canvas_zoom = old_zoom;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (canvas_zoom < 0.2) {
|
|
|
|
canvas_zoom = old_zoom;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const zoom_offset_x = Math.round((dz * old_zoom) * x);
|
|
|
|
const zoom_offset_y = Math.round((dz * old_zoom) * y);
|
|
|
|
|
|
|
|
canvas_offset.x -= zoom_offset_x;
|
|
|
|
canvas_offset.y -= zoom_offset_y;
|
|
|
|
});
|
|
|
|
|
|
|
|
window.requestAnimationFrame(() => draw(gl, program, locations, buffers, strokes));
|
|
|
|
}
|