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358 lines
9.9 KiB
358 lines
9.9 KiB
document.addEventListener('DOMContentLoaded', main); |
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const vertex_shader_source = ` |
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attribute vec2 pos; |
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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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uniform int u_layer; |
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void main() { |
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vec2 screen01 = (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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gl_Position = vec4(screen11, u_layer, 1); |
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} |
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`; |
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const fragment_shader_source = ` |
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precision mediump float; |
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uniform vec3 u_color; |
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void main() { |
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gl_FragColor = vec4(u_color, 1); |
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} |
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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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function perpendicular(ax, ay, bx, by, width) { |
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// Place points at (stroke_width / 2) distance from the line |
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// The direction is an average of perpenducalars to the previous and next points |
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// if (i === 0) { |
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const dirx = bx - ax; |
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const diry = by - ay; |
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let pdirx = diry; |
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let pdiry = -dirx; |
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const pdir_norm = Math.sqrt(pdirx * pdirx + pdiry * pdiry); |
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pdirx /= pdir_norm; |
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pdiry /= pdir_norm; |
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return { |
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'p1': { |
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'x': ax + pdirx * width / 2, |
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'y': ay + pdiry * width / 2, |
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}, |
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'p2': { |
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'x': ax - pdirx * width / 2, |
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'y': ay - pdiry * width / 2, |
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} |
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}; |
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} |
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const canvas_offset = { 'x': 0, 'y': 0 }; |
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let moving = false; |
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let spacedown = false; |
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let drawing = false; |
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let canvas_zoom = 1.0; |
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let current_stroke = []; |
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function push_stroke_positions(stroke, stroke_width, positions) { |
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let last_x1; |
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let last_y1; |
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let last_x2; |
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let last_y2; |
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const points = stroke.points; |
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for (let i = 0; i < points.length; ++i) { |
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const px = points[i].x; |
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const py = points[i].y; |
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// These might be undefined |
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let nextpx; |
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let nextpy; |
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if (i < points.length - 1) { |
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nextpx = points[i + 1].x; |
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nextpy = points[i + 1].y; |
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} |
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if (i === 0) { |
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const pps = perpendicular(px, py, nextpx, nextpy, stroke_width); |
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last_x1 = pps.p1.x; |
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last_y1 = pps.p1.y; |
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last_x2 = pps.p2.x; |
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last_y2 = pps.p2.y; |
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continue; |
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} |
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// Place points at (stroke_width / 2) distance from the line |
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const prevpx = points[i - 1].x; |
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const prevpy = points[i - 1].y; |
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let x1; |
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let y1; |
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let x2; |
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let y2; |
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if (i < points.length - 1) { |
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const pps1 = perpendicular(px, py, nextpx, nextpy, stroke_width); |
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const pps2 = perpendicular(px, py, prevpx, prevpy, stroke_width); |
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const dp1x = (pps1.p2.x - pps1.p1.x); |
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const dp1y = (pps1.p2.y - pps1.p1.y); |
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const dp2x = (pps2.p2.x - pps2.p1.x); |
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const dp2y = (pps2.p2.y - pps2.p1.y); |
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if (dp1x * dp2x + dp1y * dp2y < 0) { |
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x1 = (pps1.p1.x + pps2.p2.x) / 2.0; |
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y1 = (pps1.p1.y + pps2.p2.y) / 2.0; |
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x2 = (pps1.p2.x + pps2.p1.x) / 2.0; |
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y2 = (pps1.p2.y + pps2.p1.y) / 2.0; |
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} else { |
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x1 = (pps1.p1.x + pps2.p1.x) / 2.0; |
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y1 = (pps1.p1.y + pps2.p1.y) / 2.0; |
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x2 = (pps1.p2.x + pps2.p2.x) / 2.0; |
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y2 = (pps1.p2.y + pps2.p2.y) / 2.0; |
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} |
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} else { |
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const pps = perpendicular(px, py, prevpx, prevpy, stroke_width); |
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x1 = pps.p2.x; |
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y1 = pps.p2.y; |
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x2 = pps.p1.x; |
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y2 = pps.p1.y; |
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} |
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positions.push(last_x1, last_y1); |
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positions.push(x2, y2); |
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positions.push(last_x2, last_y2); |
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positions.push(last_x1, last_y1); |
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positions.push(x1, y1); |
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positions.push(x2, y2); |
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last_x1 = x1; |
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last_y1 = y1; |
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last_x2 = x2; |
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last_y2 = y2; |
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} |
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} |
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function draw(gl, program, locations, buffers, strokes) { |
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const width = window.innerWidth; |
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const height = window.innerHeight; |
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if (gl.canvas.width !== width || gl.canvas.height !== height) { |
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gl.canvas.width = width; |
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gl.canvas.height = height; |
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gl.viewport(0, 0, width, height); |
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} |
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gl.clearColor(0, 0, 0, 1); |
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gl.clear(gl.COLOR_BUFFER_BIT); |
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gl.useProgram(program); |
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gl.enableVertexAttribArray(locations['pos']); |
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gl.uniform2f(locations['u_res'], width, height); |
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gl.uniform2f(locations['u_scale'], canvas_zoom, canvas_zoom); |
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gl.uniform2f(locations['u_translation'], canvas_offset.x, canvas_offset.y); |
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const positions = []; |
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const stroke_width = 4; |
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for (const stroke of strokes) { |
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push_stroke_positions(stroke, stroke_width, positions); |
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} |
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if (current_stroke.length > 0) { |
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push_stroke_positions({'points': current_stroke}, stroke_width, positions); |
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} |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['pos']); |
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); |
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{ |
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// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER) |
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const size = 2; // 2 components per iteration |
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const type = gl.FLOAT; // the data is 32bit floats |
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const normalize = false; // don't normalize the data |
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const stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position |
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const offset = 0; // start at the beginning of the buffer |
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gl.vertexAttribPointer(locations['pos'], size, type, normalize, stride, offset); |
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} |
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{ |
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const offset = 0; |
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const count = positions.length / 2; |
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gl.uniform3f(locations['u_color'], 0.2, 0.2, 0.2); |
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gl.uniform1i(locations['u_layer'], 0); |
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gl.drawArrays(gl.TRIANGLES, offset, count); |
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gl.uniform3f(locations['u_color'], 1, 0, 0); |
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gl.uniform1i(locations['u_layer'], 1); |
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gl.drawArrays(gl.POINTS, offset, count); |
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} |
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window.requestAnimationFrame(() => draw(gl, program, locations, buffers, strokes)); |
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} |
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function main() { |
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const canvas = document.querySelector('#c'); |
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const gl = canvas.getContext('webgl'); |
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if (!gl) { |
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console.error('FUCK!') |
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return; |
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} |
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const vertex_shader = create_shader(gl, gl.VERTEX_SHADER, vertex_shader_source); |
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const fragment_shader = create_shader(gl, gl.FRAGMENT_SHADER, fragment_shader_source); |
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const program = create_program(gl, vertex_shader, fragment_shader) |
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const locations = {}; |
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const buffers = {}; |
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locations['pos'] = gl.getAttribLocation(program, 'pos'); |
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locations['u_res'] = gl.getUniformLocation(program, 'u_res'); |
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locations['u_scale'] = gl.getUniformLocation(program, 'u_scale'); |
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locations['u_translation'] = gl.getUniformLocation(program, 'u_translation'); |
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locations['u_color'] = gl.getUniformLocation(program, 'u_color'); |
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locations['u_layer'] = gl.getUniformLocation(program, 'u_layer'); |
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buffers['pos'] = gl.createBuffer(); |
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const strokes = [ |
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{ |
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'points': [ |
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{'x': 100, 'y': 100}, |
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{'x': 200, 'y': 200}, |
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{'x': 300, 'y': 100}, |
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] |
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} |
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] |
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window.addEventListener('keydown', (e) => { |
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if (e.code === 'Space') { |
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spacedown = true; |
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} |
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}); |
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window.addEventListener('keyup', (e) => { |
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if (e.code === 'Space') { |
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spacedown = false; |
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moving = false; |
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} |
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}); |
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canvas.addEventListener('mousedown', (e) => { |
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if (spacedown) { |
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moving = true; |
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return; |
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} |
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const x = cursor_x = (e.clientX - canvas_offset.x) / canvas_zoom; |
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const y = cursor_y = (e.clientY - canvas_offset.y) / canvas_zoom; |
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current_stroke.length = 0; |
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current_stroke.push({'x': x, 'y': y}); |
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drawing = true; |
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}); |
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canvas.addEventListener('mousemove', (e) => { |
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if (moving) { |
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canvas_offset.x += e.movementX; |
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canvas_offset.y += e.movementY; |
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return; |
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} |
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if (drawing) { |
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const x = cursor_x = (e.clientX - canvas_offset.x) / canvas_zoom; |
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const y = cursor_y = (e.clientY - canvas_offset.y) / canvas_zoom; |
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current_stroke.push({'x': x, 'y': y}); |
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} |
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}); |
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canvas.addEventListener('mouseup', (e) => { |
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if (spacedown) { |
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moving = false; |
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return; |
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} |
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if (drawing) { |
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strokes.push({'points': process_stroke(current_stroke)}); |
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current_stroke.length = 0; |
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drawing = false; |
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return; |
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} |
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}); |
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canvas.addEventListener('wheel', (e) => { |
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const x = Math.round((e.clientX - canvas_offset.x) / canvas_zoom); |
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const y = Math.round((e.clientY - canvas_offset.y) / canvas_zoom); |
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const dz = (e.deltaY < 0 ? 0.1 : -0.1); |
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const old_zoom = canvas_zoom; |
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canvas_zoom *= (1.0 + dz); |
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if (canvas_zoom > 10.0) { |
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canvas_zoom = old_zoom; |
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return; |
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} |
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if (canvas_zoom < 0.2) { |
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canvas_zoom = old_zoom; |
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return; |
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} |
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const zoom_offset_x = Math.round((dz * old_zoom) * x); |
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const zoom_offset_y = Math.round((dz * old_zoom) * y); |
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canvas_offset.x -= zoom_offset_x; |
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canvas_offset.y -= zoom_offset_y; |
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}); |
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window.requestAnimationFrame(() => draw(gl, program, locations, buffers, strokes)); |
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} |