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Fix warning when dynamic draw has only a single point. Fragment shader fix is untested.

sdf
Aleksey Olokhtonov 2 months ago
parent
commit
a2f574214c
  1. 11
      client/webgl_draw.js
  2. 12
      client/webgl_shaders.js

11
client/webgl_draw.js

@ -354,8 +354,15 @@ async function draw(state, context, animate, ts) { @@ -354,8 +354,15 @@ async function draw(state, context, animate, ts) {
gl.enableVertexAttribArray(pr.locations['a_pressure']);
// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4);
if (context.dynamic_instance_ids.size > 1) {
gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4);
} else {
// A special case where there is no second point. Reuse the first point and handle the zero length segment in the shader
gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 0);
}
gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4);
gl.vertexAttribPointer(pr.locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4);

12
client/webgl_shaders.js

@ -94,8 +94,16 @@ const sdf_fs_src = `#version 300 es @@ -94,8 +94,16 @@ const sdf_fs_src = `#version 300 es
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(v_texcoord - (a + ba * h)) - mix(v_thickness.x, v_thickness.y, h);
float dba = dot(ba, ba);
float dist;
if (dba > 0.0) {
float h = clamp(dot(pa, ba) / dba, 0.0, 1.0);
dist = length(v_texcoord - (a + ba * h)) - mix(v_thickness.x, v_thickness.y, h);
} else {
// Special case for when we are drawing a single point. Just a circle SDF
dist = length(v_texcoord - a.xy - v_thickness.x);
}
float fade = 0.5 * length(fwidth(v_texcoord));
float alpha = 1.0 - smoothstep(-fade, fade, dist);

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