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)); }