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const sdf_vs_src = `#version 300 es
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in vec3 a_pos; // .z is radius
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in vec4 a_line;
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in vec3 a_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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out vec4 v_line;
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out vec2 v_texcoord;
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out vec3 v_color;
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flat out float v_thickness;
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void main() {
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vec2 screen01 = (a_pos.xy * u_scale + u_translation) / u_res;
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vec2 screen02 = screen01 * 2.0;
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// Inflate quad by 1 pixel
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float apron = 1.0;
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vec2 line_dir = normalize(a_line.zw - a_line.xy);
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vec2 up_dir = vec2(line_dir.y, -line_dir.x);
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vec2 pixel = vec2(2.0) / u_res * apron;
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int vertex_index = gl_VertexID % 6;
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if (vertex_index == 0) {
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// "top left" aka "p1"
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screen02 += up_dir * pixel - line_dir * pixel;
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v_texcoord = a_pos.xy + up_dir * 1.0 / u_scale - line_dir * 1.0 / u_scale;
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} else if (vertex_index == 1 || vertex_index == 5) {
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// "top right" aka "p2"
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screen02 += up_dir * pixel + line_dir * pixel;
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v_texcoord = a_pos.xy + up_dir * 1.0 / u_scale + line_dir * 1.0 / u_scale;
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} else if (vertex_index == 2 || vertex_index == 4) {
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// "bottom left" aka "p3"
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screen02 += -up_dir * pixel - line_dir * pixel;
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v_texcoord = a_pos.xy - up_dir * 1.0 / u_scale - line_dir * 1.0 / u_scale;
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} else {
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// "bottom right" aka "p4"
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screen02 += -up_dir * pixel + line_dir * pixel;
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v_texcoord = a_pos.xy - up_dir * 1.0 / u_scale + line_dir * 1.0 / u_scale;
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}
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screen02.y = 2.0 - screen02.y;
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v_line = a_line;
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v_color = a_color;
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v_thickness = a_pos.z;
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gl_Position = vec4(screen02 - 1.0, 0.0, 1);
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}
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`;
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const sdf_fs_src = `#version 300 es
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precision highp float;
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uniform int u_debug_mode;
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in vec4 v_line;
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in vec2 v_texcoord;
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in vec3 v_color;
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flat in float v_thickness;
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out vec4 FragColor;
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void main() {
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vec2 a = v_line.xy;
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vec2 b = v_line.zw;
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vec2 pa = v_texcoord - a.xy, ba = b.xy - a.xy;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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float dist = length(pa - ba * h) - v_thickness / 2.0;
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float fade = 0.5 * length(fwidth(v_texcoord));
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float alpha = 1.0 - smoothstep(-fade, fade, dist);
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// float alpha = 1.0 - step(0.0, dist);
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if (u_debug_mode == 1) {
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FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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} else {
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FragColor = vec4(v_color * alpha, alpha);
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// FragColor = vec4(v_color * alpha, 0.1 + alpha);
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}
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}
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`;
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const tquad_vs_src = `#version 300 es
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in vec2 a_pos;
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in vec2 a_texcoord;
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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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out vec2 v_texcoord;
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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_texcoord = a_texcoord;
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gl_Position = vec4(screen11, 0, 1);
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}
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`;
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const tquad_fs_src = `#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D u_texture;
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uniform bool u_outline;
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out vec4 FragColor;
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void main() {
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if (!u_outline) {
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FragColor = texture(u_texture, v_texcoord);
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} else {
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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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}
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`;
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function init_webgl(state, context) {
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context.canvas = document.querySelector('#c');
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context.gl = context.canvas.getContext('webgl2', {
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'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;
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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const quad_vs = create_shader(gl, gl.VERTEX_SHADER, tquad_vs_src);
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const quad_fs = create_shader(gl, gl.FRAGMENT_SHADER, tquad_fs_src);
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const sdf_vs = create_shader(gl, gl.VERTEX_SHADER, sdf_vs_src);
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const sdf_fs = create_shader(gl, gl.FRAGMENT_SHADER, sdf_fs_src);
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context.programs['image'] = create_program(gl, quad_vs, quad_fs);
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context.programs['sdf'] = create_program(gl, sdf_vs, sdf_fs);
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context.locations['image'] = {
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'a_pos': gl.getAttribLocation(context.programs['image'], 'a_pos'),
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'a_texcoord': gl.getAttribLocation(context.programs['image'], 'a_texcoord'),
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'u_res': gl.getUniformLocation(context.programs['image'], 'u_res'),
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'u_scale': gl.getUniformLocation(context.programs['image'], 'u_scale'),
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'u_translation': gl.getUniformLocation(context.programs['image'], 'u_translation'),
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'u_outline': gl.getUniformLocation(context.programs['image'], 'u_outline'),
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'u_texture': gl.getUniformLocation(context.programs['image'], 'u_texture'),
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|
|
};
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|
context.locations['sdf'] = {
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|
'a_pos': gl.getAttribLocation(context.programs['sdf'], 'a_pos'),
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'a_line': gl.getAttribLocation(context.programs['sdf'], 'a_line'),
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'a_color': gl.getAttribLocation(context.programs['sdf'], 'a_color'),
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'u_res': gl.getUniformLocation(context.programs['sdf'], 'u_res'),
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'u_scale': gl.getUniformLocation(context.programs['sdf'], 'u_scale'),
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'u_translation': gl.getUniformLocation(context.programs['sdf'], 'u_translation'),
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'u_texture_points': gl.getUniformLocation(context.programs['sdf'], 'u_texture_points'),
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'u_texture_indices': gl.getUniformLocation(context.programs['sdf'], 'u_texture_indices'),
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'u_debug_mode': gl.getUniformLocation(context.programs['sdf'], 'u_debug_mode')
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};
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|
context.buffers['image'] = {
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|
'b_pos': context.gl.createBuffer(),
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'b_texcoord': context.gl.createBuffer(),
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|
};
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|
|
context.buffers['sdf'] = {
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|
|
'b_packed': context.gl.createBuffer(),
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|
|
};
|
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|
|
context.textures['sdf'] = {
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|
|
'points': gl.createTexture(),
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|
|
'indices': gl.createTexture()
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|
|
};
|
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|
|
context.textures['image'] = {};
|
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|
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|
|
const resize_canvas = (entries) => {
|
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|
|
// https://www.khronos.org/webgl/wiki/HandlingHighDPI
|
|
|
|
const entry = entries[0];
|
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|
|
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|
|
let width;
|
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|
|
let height;
|
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|
|
if (entry.devicePixelContentBoxSize) {
|
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|
|
width = entry.devicePixelContentBoxSize[0].inlineSize;
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|
|
height = entry.devicePixelContentBoxSize[0].blockSize;
|
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|
|
} 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);
|
|
|
|
}
|
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|
|
context.canvas.width = width;
|
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|
|
context.canvas.height = height;
|
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|
|
schedule_draw(state, context);
|
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|
|
}
|
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|
|
const resize_observer = new ResizeObserver(resize_canvas);
|
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|
|
resize_observer.observe(context.canvas);
|
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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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|
|
}
|