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235 lines
8.4 KiB
235 lines
8.4 KiB
function push_circle_at(positions, cl, r, g, b, c, o) { |
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positions.push(c.x + o[0].x, c.y + o[0].y, c.x + o[4].x, c.y + o[4].y, c.x + o[8].x, c.y + o[8].y); |
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positions.push(c.x + o[4].x, c.y + o[4].y, c.x + o[0].x, c.y + o[0].y, c.x + o[2].x, c.y + o[2].y); |
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positions.push(c.x + o[8].x, c.y + o[8].y, c.x + o[4].x, c.y + o[4].y, c.x + o[6].x, c.y + o[6].y); |
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positions.push(c.x + o[0].x, c.y + o[0].y, c.x + o[8].x, c.y + o[8].y, c.x + o[10].x, c.y + o[10].y); |
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positions.push(c.x + o[2].x, c.y + o[2].y, c.x + o[0].x, c.y + o[0].y, c.x + o[1].x, c.y + o[1].y); |
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positions.push(c.x + o[4].x, c.y + o[4].y, c.x + o[2].x, c.y + o[2].y, c.x + o[3].x, c.y + o[3].y); |
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positions.push(c.x + o[6].x, c.y + o[6].y, c.x + o[4].x, c.y + o[4].y, c.x + o[5].x, c.y + o[5].y); |
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positions.push(c.x + o[8].x, c.y + o[8].y, c.x + o[6].x, c.y + o[6].y, c.x + o[7].x, c.y + o[7].y); |
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positions.push(c.x + o[10].x, c.y + o[10].y, c.x + o[8].x, c.y + o[8].y, c.x + o[9].x, c.y + o[9].y); |
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positions.push(c.x + o[0].x, c.y + o[0].y, c.x + o[10].x, c.y + o[10].y, c.x + o[11].x, c.y + o[11].y); |
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for (let i = 0; i < 3 * 10; ++i) { |
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cl.push(r, g, b); |
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} |
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} |
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function push_stroke(state, stroke, positions, colors) { |
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const starting_length = positions.length; |
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const stroke_width = stroke.width; |
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const points = stroke.points; |
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const color_u32 = stroke.color; |
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const r = (color_u32 >> 16) & 0xFF; |
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const g = (color_u32 >> 8) & 0xFF; |
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const b = color_u32 & 0xFF; |
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if (points.length < 2) { |
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// TODO |
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stroke.popcount = 0; |
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return; |
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} |
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// Simple 12 point circle (store offsets and reuse) |
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const POINTS = 12; |
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const phi_step = 2 * Math.PI / POINTS; |
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const circle_offsets = []; |
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for (let i = 0; i < POINTS; ++i) { |
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const phi = phi_step * i; |
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const ox = stroke_width / 2 * Math.cos(phi); |
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const oy = stroke_width / 2 * Math.sin(phi); |
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circle_offsets.push({'x': ox, 'y': oy}); |
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} |
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for (let i = 0; i < points.length - 1; ++i) { |
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const px = points[i].x; |
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const py = points[i].y; |
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const nextpx = points[i + 1].x; |
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const nextpy = points[i + 1].y; |
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const d1x = nextpx - px; |
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const d1y = nextpy - py; |
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// Perpendicular to (d1x, d1y), points to the LEFT |
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let perp1x = -d1y; |
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let perp1y = d1x; |
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const perpnorm1 = Math.sqrt(perp1x * perp1x + perp1y * perp1y); |
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perp1x /= perpnorm1; |
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perp1y /= perpnorm1; |
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const s1x = px + perp1x * stroke_width / 2; |
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const s1y = py + perp1y * stroke_width / 2; |
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const s2x = px - perp1x * stroke_width / 2; |
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const s2y = py - perp1y * stroke_width / 2; |
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const s3x = nextpx + perp1x * stroke_width / 2; |
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const s3y = nextpy + perp1y * stroke_width / 2; |
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const s4x = nextpx - perp1x * stroke_width / 2; |
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const s4y = nextpy - perp1y * stroke_width / 2; |
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positions.push(s1x, s1y, s2x, s2y, s4x, s4y); |
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positions.push(s1x, s1y, s4x, s4y, s3x, s3y); |
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for (let j = 0; j < 6; ++j) { |
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colors.push(r, g, b); |
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} |
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// Rotate circle offsets so that the diameter of the circle is |
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// perpendicular to the (dx, dy) vector. This way the circle won't |
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// "poke out" of the rectangle |
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const angle = Math.atan(Math.abs(s3x - s4x), Math.abs(s3y - s4y)); |
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push_circle_at(positions, colors, r, g, b, points[i], circle_offsets); |
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} |
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// TODO: angle |
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push_circle_at(positions, colors, r, g, b, points[points.length - 1], circle_offsets); |
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stroke.popcount = positions.length - starting_length; |
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} |
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function pop_stroke(state, context) { |
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console.error('undo') |
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// if (state.strokes.length > 0) { |
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// // TODO: this will not work once we have multiple players |
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// // because there can be others strokes after mine |
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// console.error('TODO: multiplayer undo'); |
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// const popped = state.strokes.pop(); |
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// context.static_positions.length -= popped.popcount; |
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// context.static_colors.length -= popped.popcount / 2 * 3; |
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// context.static_positions_f32 = new Float32Array(context.static_positions); |
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// context.static_colors_u8 = new Uint8Array(context.static_colors); |
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// } |
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} |
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function add_static_stroke(state, context, stroke, relax = false) { |
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push_stroke(state, stroke, context.static_positions, context.static_colors); |
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if (!relax) { |
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context.static_positions_f32 = new Float32Array(context.static_positions); |
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context.static_colors_u8 = new Uint8Array(context.static_colors); |
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} |
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} |
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function recompute_static_data(context) { |
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context.static_positions_f32 = new Float32Array(context.static_positions); |
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context.static_colors_u8 = new Uint8Array(context.static_colors); |
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} |
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function total_dynamic_positions(context) { |
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let total_dynamic_length = 0; |
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for (const player_id in context.dynamic_positions) { |
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total_dynamic_length += context.dynamic_positions[player_id].length; |
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} |
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return total_dynamic_length; |
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} |
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function recompute_dynamic_data(state, context) { |
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const total_dynamic_length = total_dynamic_positions(context); |
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context.dynamic_positions_f32 = new Float32Array(total_dynamic_length); |
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context.dynamic_colors_u8 = new Uint8Array(total_dynamic_length / 2 * 3); |
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// TODO: preview stroke colors for other users |
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context.dynamic_colors_u8.fill(0); |
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let at = 0; |
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for (const player_id in context.dynamic_positions) { |
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context.dynamic_positions_f32.set(context.dynamic_positions[player_id], at); |
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if (parseInt(player_id) === state.me) { |
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const color_u32 = state.colors.active; |
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const r = (color_u32 >> 16) & 0xFF; |
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const g = (color_u32 >> 8) & 0xFF; |
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const b = color_u32 & 0xFF; |
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for (let i = 0; i < context.dynamic_positions[player_id].length; ++i) { |
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context.dynamic_colors_u8[at / 2 * 3 + i * 3 + 0] = r; |
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context.dynamic_colors_u8[at / 2 * 3 + i * 3 + 1] = g; |
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context.dynamic_colors_u8[at / 2 * 3 + i * 3 + 2] = b; |
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} |
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} |
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at += context.dynamic_positions[player_id].length; |
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} |
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} |
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function update_dynamic_stroke(state, context, player_id, point) { |
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if (!(player_id in state.current_strokes)) { |
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state.current_strokes[player_id] = { |
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'points': [], |
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'width': state.stroke_width, |
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'color': state.colors.active, |
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}; |
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context.dynamic_positions[player_id] = []; |
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context.dynamic_colors[player_id] = []; |
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} |
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// TODO: incremental |
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context.dynamic_positions[player_id].length = 0; |
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context.dynamic_colors[player_id].length = 0; |
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state.current_strokes[player_id].points.push(point); |
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push_stroke(state, state.current_strokes[player_id], context.dynamic_positions[player_id], context.dynamic_colors[player_id]); |
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recompute_dynamic_data(state, context); |
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} |
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function clear_dynamic_stroke(state, context, player_id) { |
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if (player_id in state.current_strokes) { |
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state.current_strokes[player_id].points.length = 0; |
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state.current_strokes[player_id].color = state.colors.active; |
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state.current_strokes[player_id].width = state.stroke_width; |
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context.dynamic_positions[player_id].length = 0; |
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recompute_dynamic_data(state, context); |
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} |
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} |
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function add_image(context, bitmap, p) { |
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const x = p.x; |
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const y = p.y; |
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const gl = context.gl; |
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const id = Object.keys(context.textures).length; |
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context.textures[id] = gl.createTexture(); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures[id]); |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,gl.UNSIGNED_BYTE, bitmap); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
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context.quad_positions.push(...[ |
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x, y, |
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x, y + bitmap.height, |
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x + bitmap.width, y + bitmap.height, |
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x + bitmap.width, y, |
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x, y, |
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x + bitmap.width, y + bitmap.height, |
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]); |
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context.quad_texcoords.push(...[ |
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0, 0, |
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0, 1, |
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1, 1, |
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1, 0, |
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0, 0, |
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1, 1, |
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]); |
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context.quad_positions_f32 = new Float32Array(context.quad_positions); |
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context.quad_texcoords_f32 = new Float32Array(context.quad_texcoords); |
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} |