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const stroke_vs_src = `
attribute vec2 a_pos;
attribute vec3 a_color;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform int u_layer;
varying vec3 v_color;
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_color = a_color;
gl_Position = vec4(screen11, u_layer, 1);
}
`;
const stroke_fs_src = `
precision mediump float;
varying vec3 v_color;
void main() {
gl_FragColor = vec4(v_color, 1.0);
}
`;
const tquad_vs_src = `
attribute vec2 a_pos;
attribute vec2 a_texcoord;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform int u_layer;
varying 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, u_layer, 1);
}
`;
const tquad_fs_src = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture;
void main() {
gl_FragColor = texture2D(u_texture, v_texcoord);
}
`;
function init_webgl(state, context) {
context.canvas = document.querySelector('#c');
context.gl = context.canvas.getContext('webgl', {
'preserveDrawingBuffer': true,
'desynchronized': true,
'antialias': true,
});
const gl = context.gl;
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
const stroke_vs = create_shader(gl, gl.VERTEX_SHADER, stroke_vs_src);
const stroke_fs = create_shader(gl, gl.FRAGMENT_SHADER, stroke_fs_src);
const quad_vs = create_shader(gl, gl.VERTEX_SHADER, tquad_vs_src);
const quad_fs = create_shader(gl, gl.FRAGMENT_SHADER, tquad_fs_src);
context.programs['stroke'] = create_program(gl, stroke_vs, stroke_fs);
context.programs['quad'] = create_program(gl, quad_vs, quad_fs);
context.locations['stroke'] = {
'a_pos': gl.getAttribLocation(context.programs['stroke'], 'a_pos'),
'a_color': gl.getAttribLocation(context.programs['stroke'], 'a_color'),
'u_res': gl.getUniformLocation(context.programs['stroke'], 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['stroke'], 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['stroke'], 'u_translation'),
'u_layer': gl.getUniformLocation(context.programs['stroke'], 'u_layer'),
};
context.locations['quad'] = {
'a_pos': gl.getAttribLocation(context.programs['quad'], 'a_pos'),
'a_texcoord': gl.getAttribLocation(context.programs['quad'], 'a_texcoord'),
'u_res': gl.getUniformLocation(context.programs['quad'], 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['quad'], 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['quad'], 'u_translation'),
'u_layer': gl.getUniformLocation(context.programs['quad'], 'u_layer'),
};
context.buffers['stroke'] = {
'b_pos': context.gl.createBuffer(),
'b_color': context.gl.createBuffer(),
};
context.buffers['quad'] = {
'b_pos': context.gl.createBuffer(),
'b_texcoord': context.gl.createBuffer(),
};
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);
}