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239 lines
7.2 KiB
239 lines
7.2 KiB
const sdf_vs_src = `#version 300 es |
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in vec3 a_pos; |
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in vec3 a_color; |
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uniform vec2 u_scale; |
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uniform vec2 u_res; |
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uniform vec2 u_translation; |
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out vec2 v_texcoord; |
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out vec3 v_color; |
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flat out float v_thickness; |
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flat out int v_vertexid; |
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void main() { |
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vec2 screen01 = (a_pos.xy * u_scale + u_translation) / u_res; |
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vec2 screen02 = screen01 * 2.0; |
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screen02.y = 2.0 - screen02.y; |
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v_texcoord = a_pos.xy; |
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v_vertexid = gl_VertexID; |
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v_color = a_color; |
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v_thickness = a_pos.z; |
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gl_Position = vec4(screen02 - 1.0, 0.0, 1); |
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} |
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`; |
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const sdf_fs_src = `#version 300 es |
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precision highp float; |
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uniform sampler2D u_texture_points; |
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uniform highp usampler2D u_texture_indices; |
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uniform int u_debug_mode; |
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in vec2 v_texcoord; |
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in vec3 v_color; |
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flat in float v_thickness; |
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flat in int v_vertexid; |
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out vec4 FragColor; |
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void main() { |
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float mindist = 99999999.9; |
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uvec4 indices = texelFetch(u_texture_indices, ivec2(v_vertexid / 6, 0), 0); |
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uint v_from = indices.x; |
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uint v_to = indices.y; |
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for (uint i = v_from; i < v_to - uint(1); ++i) { |
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uint x1 = i % uint(8192); |
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uint y1 = i / uint(8192); |
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uint x2 = (i + uint(1)) % uint(8192); |
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uint y2 = (i + uint(1)) / uint(8192); |
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vec4 a = texelFetch(u_texture_points, ivec2(x1, y1), 0); |
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vec4 b = texelFetch(u_texture_points, ivec2(x2, y2), 0); |
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vec2 pa = v_texcoord - a.xy, ba = b.xy - a.xy; |
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); |
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float dist = length(pa - ba * h) - v_thickness; |
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mindist = min(mindist, dist); |
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} |
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float fade = 0.5 * length(fwidth(v_texcoord)); |
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float alpha = 1.0 - smoothstep(-fade, fade, mindist); |
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if (u_debug_mode == 1) { |
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uint x1 = v_from % uint(8192); |
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uint y1 = v_from / uint(8192); |
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vec4 a = texelFetch(u_texture_points, ivec2(x1, y1), 0); |
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FragColor = vec4(a.xy, 0.0, 1.0); |
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} else { |
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FragColor = vec4(v_color * alpha, alpha); |
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// FragColor = vec4(v_color * alpha, 0.1 + alpha); |
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} |
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} |
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`; |
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const tquad_vs_src = `#version 300 es |
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in vec2 a_pos; |
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in vec2 a_texcoord; |
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uniform vec2 u_scale; |
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uniform vec2 u_res; |
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uniform vec2 u_translation; |
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out vec2 v_texcoord; |
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void main() { |
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vec2 screen01 = (a_pos * u_scale + u_translation) / u_res; |
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vec2 screen02 = screen01 * 2.0; |
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screen02.y = 2.0 - screen02.y; |
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vec2 screen11 = screen02 - 1.0; |
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v_texcoord = a_texcoord; |
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gl_Position = vec4(screen11, 0, 1); |
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} |
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`; |
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const tquad_fs_src = `#version 300 es |
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precision highp float; |
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in vec2 v_texcoord; |
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uniform sampler2D u_texture; |
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uniform bool u_outline; |
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out vec4 FragColor; |
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void main() { |
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if (!u_outline) { |
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FragColor = texture(u_texture, v_texcoord); |
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} else { |
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FragColor = mix(texture(u_texture, v_texcoord), vec4(0.7, 0.7, 0.95, 1), 0.5); |
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} |
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} |
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`; |
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function init_webgl(state, context) { |
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context.canvas = document.querySelector('#c'); |
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context.gl = context.canvas.getContext('webgl2', { |
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'preserveDrawingBuffer': true, |
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'desynchronized': true, |
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'antialias': false, |
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}); |
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const gl = context.gl; |
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gl.enable(gl.BLEND); |
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); |
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const quad_vs = create_shader(gl, gl.VERTEX_SHADER, tquad_vs_src); |
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const quad_fs = create_shader(gl, gl.FRAGMENT_SHADER, tquad_fs_src); |
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const sdf_vs = create_shader(gl, gl.VERTEX_SHADER, sdf_vs_src); |
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const sdf_fs = create_shader(gl, gl.FRAGMENT_SHADER, sdf_fs_src); |
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context.programs['image'] = create_program(gl, quad_vs, quad_fs); |
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context.programs['sdf'] = create_program(gl, sdf_vs, sdf_fs); |
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context.locations['image'] = { |
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'a_pos': gl.getAttribLocation(context.programs['image'], 'a_pos'), |
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'a_texcoord': gl.getAttribLocation(context.programs['image'], 'a_texcoord'), |
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'u_res': gl.getUniformLocation(context.programs['image'], 'u_res'), |
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'u_scale': gl.getUniformLocation(context.programs['image'], 'u_scale'), |
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'u_translation': gl.getUniformLocation(context.programs['image'], 'u_translation'), |
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'u_outline': gl.getUniformLocation(context.programs['image'], 'u_outline'), |
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'u_texture': gl.getUniformLocation(context.programs['image'], 'u_texture'), |
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}; |
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context.locations['sdf'] = { |
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'a_pos': gl.getAttribLocation(context.programs['sdf'], 'a_pos'), |
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'a_color': gl.getAttribLocation(context.programs['sdf'], 'a_color'), |
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'u_res': gl.getUniformLocation(context.programs['sdf'], 'u_res'), |
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'u_scale': gl.getUniformLocation(context.programs['sdf'], 'u_scale'), |
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'u_translation': gl.getUniformLocation(context.programs['sdf'], 'u_translation'), |
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'u_texture_points': gl.getUniformLocation(context.programs['sdf'], 'u_texture_points'), |
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'u_texture_indices': gl.getUniformLocation(context.programs['sdf'], 'u_texture_indices'), |
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'u_debug_mode': gl.getUniformLocation(context.programs['sdf'], 'u_debug_mode') |
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}; |
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context.buffers['image'] = { |
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'b_pos': context.gl.createBuffer(), |
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'b_texcoord': context.gl.createBuffer(), |
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}; |
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context.buffers['sdf'] = { |
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'b_packed': context.gl.createBuffer(), |
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}; |
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context.textures['sdf'] = { |
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'points': gl.createTexture(), |
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'indices': gl.createTexture() |
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}; |
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context.textures['image'] = {}; |
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const resize_canvas = (entries) => { |
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// https://www.khronos.org/webgl/wiki/HandlingHighDPI |
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const entry = entries[0]; |
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let width; |
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let height; |
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if (entry.devicePixelContentBoxSize) { |
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width = entry.devicePixelContentBoxSize[0].inlineSize; |
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height = entry.devicePixelContentBoxSize[0].blockSize; |
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} else if (entry.contentBoxSize) { |
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// fallback for Safari that will not always be correct |
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width = Math.round(entry.contentBoxSize[0].inlineSize * devicePixelRatio); |
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height = Math.round(entry.contentBoxSize[0].blockSize * devicePixelRatio); |
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} |
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context.canvas.width = width; |
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context.canvas.height = height; |
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schedule_draw(state, context); |
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} |
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const resize_observer = new ResizeObserver(resize_canvas); |
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resize_observer.observe(context.canvas); |
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} |
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function create_shader(gl, type, source) { |
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const shader = gl.createShader(type); |
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gl.shaderSource(shader, source); |
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gl.compileShader(shader); |
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if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
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return shader; |
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} |
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console.error(type, ':', gl.getShaderInfoLog(shader)); |
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gl.deleteShader(shader); |
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} |
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function create_program(gl, vs, fs) { |
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const program = gl.createProgram(); |
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gl.attachShader(program, vs); |
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gl.attachShader(program, fs); |
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gl.linkProgram(program); |
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if (gl.getProgramParameter(program, gl.LINK_STATUS)) { |
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return program; |
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} |
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console.error('link:', gl.getProgramInfoLog(program)); |
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gl.deleteProgram(program); |
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}
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