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document.addEventListener('DOMContentLoaded', main);
const vertex_shader_source = `
attribute vec2 pos;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform int u_layer;
void main() {
vec2 screen01 = (pos * u_scale + u_translation) / u_res;
vec2 screen02 = screen01 * 2.0;
screen02.y = 2.0 - screen02.y;
vec2 screen11 = screen02 - 1.0;
gl_Position = vec4(screen11, u_layer, 1);
}
`;
const fragment_shader_source = `
precision mediump float;
uniform vec3 u_color;
void main() {
gl_FragColor = vec4(u_color, 1);
}
`;
function create_shader(gl, type, source) {
const shader = gl.createShader(type);
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);
}
function perpendicular(ax, ay, bx, by, width) {
// Place points at (stroke_width / 2) distance from the line
// The direction is an average of perpenducalars to the previous and next points
// if (i === 0) {
const dirx = bx - ax;
const diry = by - ay;
let pdirx = diry;
let pdiry = -dirx;
const pdir_norm = Math.sqrt(pdirx * pdirx + pdiry * pdiry);
pdirx /= pdir_norm;
pdiry /= pdir_norm;
return {
'p1': {
'x': ax + pdirx * width / 2,
'y': ay + pdiry * width / 2,
},
'p2': {
'x': ax - pdirx * width / 2,
'y': ay - pdiry * width / 2,
}
};
}
const canvas_offset = { 'x': 0, 'y': 0 };
let moving = false;
let spacedown = false;
let drawing = false;
let canvas_zoom = 1.0;
let current_stroke = [];
function push_stroke_positions(stroke, stroke_width, positions) {
let last_x1;
let last_y1;
let last_x2;
let last_y2;
const points = stroke.points;
for (let i = 0; i < points.length; ++i) {
const px = points[i].x;
const py = points[i].y;
// These might be undefined
let nextpx;
let nextpy;
if (i < points.length - 1) {
nextpx = points[i + 1].x;
nextpy = points[i + 1].y;
}
if (i === 0) {
const pps = perpendicular(px, py, nextpx, nextpy, stroke_width);
last_x1 = pps.p1.x;
last_y1 = pps.p1.y;
last_x2 = pps.p2.x;
last_y2 = pps.p2.y;
continue;
}
// Place points at (stroke_width / 2) distance from the line
const prevpx = points[i - 1].x;
const prevpy = points[i - 1].y;
let x1;
let y1;
let x2;
let y2;
if (i < points.length - 1) {
const pps1 = perpendicular(px, py, nextpx, nextpy, stroke_width);
const pps2 = perpendicular(px, py, prevpx, prevpy, stroke_width);
const dp1x = (pps1.p2.x - pps1.p1.x);
const dp1y = (pps1.p2.y - pps1.p1.y);
const dp2x = (pps2.p2.x - pps2.p1.x);
const dp2y = (pps2.p2.y - pps2.p1.y);
if (dp1x * dp2x + dp1y * dp2y < 0) {
x1 = (pps1.p1.x + pps2.p2.x) / 2.0;
y1 = (pps1.p1.y + pps2.p2.y) / 2.0;
x2 = (pps1.p2.x + pps2.p1.x) / 2.0;
y2 = (pps1.p2.y + pps2.p1.y) / 2.0;
} else {
x1 = (pps1.p1.x + pps2.p1.x) / 2.0;
y1 = (pps1.p1.y + pps2.p1.y) / 2.0;
x2 = (pps1.p2.x + pps2.p2.x) / 2.0;
y2 = (pps1.p2.y + pps2.p2.y) / 2.0;
}
} else {
const pps = perpendicular(px, py, prevpx, prevpy, stroke_width);
x1 = pps.p2.x;
y1 = pps.p2.y;
x2 = pps.p1.x;
y2 = pps.p1.y;
}
positions.push(last_x1, last_y1);
positions.push(x2, y2);
positions.push(last_x2, last_y2);
positions.push(last_x1, last_y1);
positions.push(x1, y1);
positions.push(x2, y2);
last_x1 = x1;
last_y1 = y1;
last_x2 = x2;
last_y2 = y2;
}
}
function draw(gl, program, locations, buffers, strokes) {
const width = window.innerWidth;
const height = window.innerHeight;
if (gl.canvas.width !== width || gl.canvas.height !== height) {
gl.canvas.width = width;
gl.canvas.height = height;
gl.viewport(0, 0, width, height);
}
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(locations['pos']);
gl.uniform2f(locations['u_res'], width, height);
gl.uniform2f(locations['u_scale'], canvas_zoom, canvas_zoom);
gl.uniform2f(locations['u_translation'], canvas_offset.x, canvas_offset.y);
const positions = [];
const stroke_width = 4;
for (const stroke of strokes) {
push_stroke_positions(stroke, stroke_width, positions);
}
if (current_stroke.length > 0) {
push_stroke_positions({'points': current_stroke}, stroke_width, positions);
}
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['pos']);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
{
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
const size = 2; // 2 components per iteration
const type = gl.FLOAT; // the data is 32bit floats
const normalize = false; // don't normalize the data
const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
const offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(locations['pos'], size, type, normalize, stride, offset);
}
{
const offset = 0;
const count = positions.length / 2;
gl.uniform3f(locations['u_color'], 0.2, 0.2, 0.2);
gl.uniform1i(locations['u_layer'], 0);
gl.drawArrays(gl.TRIANGLES, offset, count);
gl.uniform3f(locations['u_color'], 1, 0, 0);
gl.uniform1i(locations['u_layer'], 1);
gl.drawArrays(gl.POINTS, offset, count);
}
window.requestAnimationFrame(() => draw(gl, program, locations, buffers, strokes));
}
function main() {
const canvas = document.querySelector('#c');
const gl = canvas.getContext('webgl');
if (!gl) {
console.error('FUCK!')
return;
}
const vertex_shader = create_shader(gl, gl.VERTEX_SHADER, vertex_shader_source);
const fragment_shader = create_shader(gl, gl.FRAGMENT_SHADER, fragment_shader_source);
const program = create_program(gl, vertex_shader, fragment_shader)
const locations = {};
const buffers = {};
locations['pos'] = gl.getAttribLocation(program, 'pos');
locations['u_res'] = gl.getUniformLocation(program, 'u_res');
locations['u_scale'] = gl.getUniformLocation(program, 'u_scale');
locations['u_translation'] = gl.getUniformLocation(program, 'u_translation');
locations['u_color'] = gl.getUniformLocation(program, 'u_color');
locations['u_layer'] = gl.getUniformLocation(program, 'u_layer');
buffers['pos'] = gl.createBuffer();
const strokes = [
{
'points': [
{'x': 100, 'y': 100},
{'x': 200, 'y': 200},
{'x': 300, 'y': 100},
]
}
]
window.addEventListener('keydown', (e) => {
if (e.code === 'Space') {
spacedown = true;
}
});
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 > 10.0) {
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));
}