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const sdf_vs_src = `#version 300 es
in vec3 a_pos; // .z is radius
in vec4 a_line;
in vec3 a_color;
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uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
out vec4 v_line;
out vec2 v_texcoord;
out vec3 v_color;
flat out float v_thickness;
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void main() {
vec2 screen01 = (a_pos.xy * u_scale + u_translation) / u_res;
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vec2 screen02 = screen01 * 2.0;
// Inflate quad by 1 pixel
float apron = 1.0;
vec2 line_dir = normalize(a_line.zw - a_line.xy);
vec2 up_dir = vec2(line_dir.y, -line_dir.x);
vec2 pixel = vec2(2.0) / u_res * apron;
int vertex_index = gl_VertexID % 6;
if (vertex_index == 0) {
// "top left" aka "p1"
screen02 += up_dir * pixel - line_dir * pixel;
v_texcoord = a_pos.xy + up_dir * 1.0 / u_scale - line_dir * 1.0 / u_scale;
} else if (vertex_index == 1 || vertex_index == 5) {
// "top right" aka "p2"
screen02 += up_dir * pixel + line_dir * pixel;
v_texcoord = a_pos.xy + up_dir * 1.0 / u_scale + line_dir * 1.0 / u_scale;
} else if (vertex_index == 2 || vertex_index == 4) {
// "bottom left" aka "p3"
screen02 += -up_dir * pixel - line_dir * pixel;
v_texcoord = a_pos.xy - up_dir * 1.0 / u_scale - line_dir * 1.0 / u_scale;
} else {
// "bottom right" aka "p4"
screen02 += -up_dir * pixel + line_dir * pixel;
v_texcoord = a_pos.xy - up_dir * 1.0 / u_scale + line_dir * 1.0 / u_scale;
}
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screen02.y = 2.0 - screen02.y;
v_line = a_line;
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v_color = a_color;
v_thickness = a_pos.z;
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gl_Position = vec4(screen02 - 1.0, 0.0, 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;
out vec4 FragColor;
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void main() {
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);
// float alpha = 1.0 - step(0.0, dist);
if (u_debug_mode == 1) {
FragColor = vec4(1.0, 0.0, 0.0, 1.0);
} else {
FragColor = vec4(v_color * alpha, alpha);
// FragColor = vec4(v_color * alpha, 0.1 + alpha);
}
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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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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);
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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context.programs['image'] = create_program(gl, quad_vs, quad_fs);
context.programs['sdf'] = create_program(gl, sdf_vs, sdf_fs);
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context.locations['image'] = {
'a_pos': gl.getAttribLocation(context.programs['image'], 'a_pos'),
'a_texcoord': gl.getAttribLocation(context.programs['image'], 'a_texcoord'),
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'u_res': gl.getUniformLocation(context.programs['image'], 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['image'], 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['image'], 'u_translation'),
'u_outline': gl.getUniformLocation(context.programs['image'], 'u_outline'),
'u_texture': gl.getUniformLocation(context.programs['image'], 'u_texture'),
};
context.locations['sdf'] = {
'a_pos': gl.getAttribLocation(context.programs['sdf'], 'a_pos'),
'a_line': gl.getAttribLocation(context.programs['sdf'], 'a_line'),
'a_color': gl.getAttribLocation(context.programs['sdf'], 'a_color'),
'u_res': gl.getUniformLocation(context.programs['sdf'], 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['sdf'], 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['sdf'], 'u_translation'),
'u_texture_points': gl.getUniformLocation(context.programs['sdf'], 'u_texture_points'),
'u_texture_indices': gl.getUniformLocation(context.programs['sdf'], 'u_texture_indices'),
'u_debug_mode': gl.getUniformLocation(context.programs['sdf'], 'u_debug_mode')
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};
context.buffers['image'] = {
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'b_pos': context.gl.createBuffer(),
'b_texcoord': context.gl.createBuffer(),
};
context.buffers['sdf'] = {
'b_packed': context.gl.createBuffer(),
};
context.textures['sdf'] = {
'points': gl.createTexture(),
'indices': gl.createTexture()
};
context.textures['image'] = {};
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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);
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);
}