const sdf_vs_src = `#version 300 es in vec3 a_pos; // .z is radius in vec4 a_line; in vec3 a_color; 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; void main() { vec2 screen01 = (a_pos.xy * u_scale + u_translation) / u_res; 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; } screen02.y = 2.0 - screen02.y; v_line = a_line; v_color = a_color; v_thickness = a_pos.z; gl_Position = vec4(screen02 - 1.0, 0.0, 1); } `; const sdf_fs_src = `#version 300 es precision highp float; 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; 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; 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); } } `; const tquad_vs_src = `#version 300 es in vec2 a_pos; in vec2 a_texcoord; uniform vec2 u_scale; uniform vec2 u_res; uniform vec2 u_translation; out vec2 v_texcoord; 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; gl_Position = vec4(screen11, 0, 1); } `; const tquad_fs_src = `#version 300 es precision highp float; in vec2 v_texcoord; uniform sampler2D u_texture; uniform bool u_outline; out vec4 FragColor; 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); } } `; function init_webgl(state, context) { context.canvas = document.querySelector('#c'); context.gl = context.canvas.getContext('webgl2', { 'preserveDrawingBuffer': true, 'desynchronized': true, 'antialias': false, }); 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); context.programs['image'] = create_program(gl, quad_vs, quad_fs); context.programs['sdf'] = create_program(gl, sdf_vs, sdf_fs); context.locations['image'] = { 'a_pos': gl.getAttribLocation(context.programs['image'], 'a_pos'), 'a_texcoord': gl.getAttribLocation(context.programs['image'], 'a_texcoord'), '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') }; context.buffers['image'] = { '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'] = {}; const resize_canvas = (entries) => { // https://www.khronos.org/webgl/wiki/HandlingHighDPI const entry = entries[0]; let width; let height; if (entry.devicePixelContentBoxSize) { width = entry.devicePixelContentBoxSize[0].inlineSize; height = entry.devicePixelContentBoxSize[0].blockSize; } else if (entry.contentBoxSize) { // fallback for Safari that will not always be correct 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); } 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); }