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const sdf_vs_src = `#version 300 es
in vec3 a_pos;
in vec3 a_color;
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uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
out vec2 v_texcoord;
out vec3 v_color;
flat out float v_thickness;
flat out int v_vertexid;
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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;
screen02.y = 2.0 - screen02.y;
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v_texcoord = a_pos.xy;
v_vertexid = gl_VertexID;
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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 sampler2D u_texture_points;
uniform highp usampler2D u_texture_indices;
uniform int u_debug_mode;
in vec2 v_texcoord;
in vec3 v_color;
flat in float v_thickness;
flat in int v_vertexid;
out vec4 FragColor;
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void main() {
float mindist = 99999999.9;
uvec4 indices = texelFetch(u_texture_indices, ivec2(v_vertexid / 6, 0), 0);
uint v_from = indices.x;
uint v_to = indices.y;
for (uint i = v_from; i < v_to - uint(1); ++i) {
uint x1 = i % uint(8192);
uint y1 = i / uint(8192);
uint x2 = (i + uint(1)) % uint(8192);
uint y2 = (i + uint(1)) / uint(8192);
vec4 a = texelFetch(u_texture_points, ivec2(x1, y1), 0);
vec4 b = texelFetch(u_texture_points, ivec2(x2, y2), 0);
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;
mindist = min(mindist, dist);
}
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float fade = 0.5 * length(fwidth(v_texcoord));
float alpha = 1.0 - smoothstep(-fade, fade, mindist);
if (u_debug_mode == 1) {
uint x1 = v_from % uint(8192);
uint y1 = v_from / uint(8192);
vec4 a = texelFetch(u_texture_points, ivec2(x1, y1), 0);
FragColor = vec4(a.xy, 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_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);
}