You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

485 lines
15 KiB

const sdf_vs_src = `#version 300 es
in vec2 a_a; // point from
in vec2 a_b; // point to
in int a_stroke_id;
in vec2 a_pressure;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform int u_stroke_count;
uniform int u_stroke_texture_size;
uniform highp usampler2D u_stroke_data;
uniform float u_fixed_pixel_width;
out vec3 v_color;
flat out vec2 v_thickness;
void main() {
const float PI = 3.1415926;
vec2 screen02;
int stroke_data_y = a_stroke_id / u_stroke_texture_size;
int stroke_data_x = a_stroke_id % u_stroke_texture_size;
vec2 line_dir = normalize(a_b - a_a);
vec2 up_dir = vec2(line_dir.y, -line_dir.x);
uvec4 stroke_data = texelFetch(u_stroke_data, ivec2(stroke_data_x, stroke_data_y), 0);
float radius = float(stroke_data.w);
if (u_fixed_pixel_width > 0.0) {
radius = u_fixed_pixel_width / u_scale.x;
}
int vertex_index = gl_VertexID % 198;
vec2 pos;
if (vertex_index < 32 * 3) {
// first cap
float angle1 = float(vertex_index / 3) / 32.0 * PI * 2.0;
float angle2 = float((vertex_index + 1) / 3) / 32.0 * PI * 2.0;
vec2 dir1 = vec2(cos(angle1), sin(angle1));
vec2 dir2 = vec2(cos(angle2), sin(angle2));
if (vertex_index % 3 == 0) {
pos = a_a + dir1 * radius * a_pressure.x * 2.0;
} else if (vertex_index % 3 == 1) {
pos = a_a;
} else {
pos = a_a + dir2 * radius * a_pressure.x * 2.0;
}
} else if (vertex_index < 102) {
// connecting line
if (vertex_index == 96) {
// top left
pos = a_a + up_dir * radius * a_pressure.x * 2.0;
} else if (vertex_index == 97 || vertex_index == 101) {
// top right
pos = a_b + up_dir * radius * a_pressure.y * 2.0;
} else if (vertex_index == 98 || vertex_index == 100) {
// bottom left
pos = a_a - up_dir * radius * a_pressure.x * 2.0;
} else {
// bottom right
pos = a_b - up_dir * radius * a_pressure.y * 2.0;
}
} else {
// second cap
float angle1 = float((vertex_index - 102) / 3) / 32.0 * PI * 2.0;
float angle2 = float((vertex_index - 101) / 3) / 32.0 * PI * 2.0;
vec2 dir1 = vec2(cos(angle1), sin(angle1));
vec2 dir2 = vec2(cos(angle2), sin(angle2));
if ((vertex_index - 102) % 3 == 0) {
pos = a_b + dir1 * radius * a_pressure.y * 2.0;
} else if ((vertex_index - 102) % 3 == 1) {
pos = a_a;
} else {
pos = a_b + dir2 * radius * a_pressure.y * 2.0;
}
}
screen02 = (pos.xy * u_scale + u_translation) / u_res * 2.0;
screen02.y = 2.0 - screen02.y;
v_color = vec3(stroke_data.xyz) / 255.0;
if (a_stroke_id >> 31 != 0) {
screen02 += vec2(100.0); // shift offscreen
}
gl_Position = vec4(screen02 - 1.0, (float(a_stroke_id) / float(u_stroke_count)) * 2.0 - 1.0, 1.0);
}
`;
const sdf_fs_src = `#version 300 es
precision highp float;
uniform int u_debug_mode;
in vec3 v_color;
layout(location = 0) out vec4 FragColor;
void main() {
if (u_debug_mode == 0) {
float alpha = 0.5;
FragColor = vec4(v_color * alpha, alpha);
} else {
FragColor = vec4(0.2, 0.0, 0.0, 0.2);
}
}
`;
const tquad_vs_src = `#version 300 es
in vec2 a_pos;
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;
int vertex_index = gl_VertexID % 6;
if (vertex_index == 0) {
v_texcoord = vec2(0.0, 0.0);
} else if (vertex_index == 1 || vertex_index == 5) {
v_texcoord = vec2(1.0, 0.0);
} else if (vertex_index == 2 || vertex_index == 4) {
v_texcoord = vec2(0.0, 1.0);
} else {
v_texcoord = vec2(1.0, 1.0);
}
screen02.y = 2.0 - screen02.y;
vec2 screen11 = screen02 - 1.0;
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 int u_solid;
uniform vec4 u_color;
layout(location = 0) out vec4 FragColor;
void main() {
if (u_solid == 0) {
FragColor = texture(u_texture, v_texcoord);
} else {
FragColor = u_color;
}
}
`;
const grid_vs_src = `#version 300 es
in vec2 a_data; // per-instance
out float v_fadeout;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform float u_fadeout;
void main() {
vec2 origin;
vec2 minor_offset;
vec2 major_offset;
vec2 pixel = 2.0 / u_res;
if (a_data.x > 0.0) {
// Vertical, treat Y as X
float x = a_data.y;
origin = vec2(x, 0.0);
minor_offset = pixel * vec2(1.0, 0.0);
major_offset = vec2(0.0, 2.0);
} else {
// Horizontal, treat Y as Y
float y = a_data.y;
origin = vec2(0.0, y);
minor_offset = pixel * vec2(0.0, 1.0);
major_offset = vec2(2.0, 0.0);
}
vec2 v = (origin * u_scale + u_translation) / u_res * 2.0;
vec2 pos;
if (a_data.x > 0.0) {
v.y = 0.0;
} else {
v.x = 0.0;
}
if (gl_VertexID % 6 == 0) {
pos = v;
} else if (gl_VertexID % 6 == 1 || gl_VertexID % 6 == 5) {
pos = v + (a_data.x > 0.0 ? minor_offset : major_offset);
//pos = v + minor_offset;
} else if (gl_VertexID % 6 == 2 || gl_VertexID % 6 == 4) {
pos = v + (a_data.x > 0.0 ? major_offset : minor_offset);
//pos = v + major_offset;
} else if (gl_VertexID % 6 == 3) {
pos = v + major_offset + minor_offset;
//pos = v + major_offset + minor_offset;
}
vec2 screen02 = pos;
screen02.y = 2.0 - screen02.y;
v_fadeout = u_fadeout;
gl_Position = vec4(screen02 - 1.0, 0.0, 1.0);
}
`;
const dots_vs_src = `#version 300 es
in vec2 a_center; // per-instance
out float v_fadeout;
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
uniform float u_fadeout;
void main() {
vec2 v = (a_center * u_scale + u_translation) / u_res * 2.0;
vec2 pos;
vec2 pixel = 2.0 / u_res;
if (gl_VertexID % 6 == 0) {
pos = v + pixel * vec2(-1.0);
} else if (gl_VertexID % 6 == 1) {
pos = v + pixel * vec2(1.0, -1.0);
} else if (gl_VertexID % 6 == 2) {
pos = v + pixel * vec2(-1.0, 1.0);
} else if (gl_VertexID % 6 == 3) {
pos = v + pixel * vec2(1.0);
} else if (gl_VertexID % 6 == 4) {
pos = v + pixel * vec2(-1.0, 1.0);
} else if (gl_VertexID % 6 == 5) {
pos = v + pixel * vec2(1.0, -1.0);
}
vec2 screen02 = pos;
screen02.y = 2.0 - screen02.y;
v_fadeout = u_fadeout;
gl_Position = vec4(screen02 - 1.0, 0.0, 1.0);
}
`;
const dots_fs_src = `#version 300 es
precision highp float;
in float v_fadeout;
layout(location = 0) out vec4 FragColor;
void main() {
vec3 color = vec3(0.5);
FragColor = vec4(color * v_fadeout, v_fadeout);
}
`;
//
const iquad_vs_src = `#version 300 es
in vec2 a_topleft; // per-instance
in vec2 a_bottomright; // per-instance
uniform vec2 u_scale;
uniform vec2 u_res;
uniform vec2 u_translation;
out vec3 v_color;
void main() {
vec2 pos;
int vertex_index = gl_VertexID % 6;
if (vertex_index == 0) {
// top left
pos = a_topleft;
} else if (vertex_index == 1 || vertex_index == 5) {
// top right
pos = vec2(a_bottomright.x, a_topleft.y);
} else if (vertex_index == 2 || vertex_index == 4) {
// bottom left
pos = vec2(a_topleft.x, a_bottomright.y);
} else {
// bottom right
pos = a_bottomright;
}
v_color = vec3(
float(int(a_topleft.x) * 908125 % 255) / 255.0,
float(int(a_topleft.y) * 257722 % 255) / 255.0,
float(int(a_bottomright.y) * 826586 % 255) / 255.0
);
vec2 screen01 = (pos * u_scale + u_translation) / u_res;
vec2 screen02 = screen01 * 2.0;
screen02.y = 2.0 - screen02.y;
vec2 screen11 = screen02 - 1.0;
gl_Position = vec4(screen11, 0.0, 1.0);
}
`;
const iquad_fs_src = `#version 300 es
precision highp float;
layout(location = 0) out vec4 FragColor;
in vec3 v_color;
void main() {
FragColor = vec4(v_color, 0.5);
}
`;
function init_webgl(state, context) {
context.canvas = document.querySelector('#c');
context.gl = context.canvas.getContext('webgl2', {
'preserveDrawingBuffer': true,
'desynchronized': true,
'antialias': true,
});
const gl = context.gl;
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
//gl.blendEquation(gl.MAX);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.NOTEQUAL);
context.gpu_timer_ext = gl.getExtension('EXT_disjoint_timer_query_webgl2');
if (context.gpu_timer_ext === null) {
context.gpu_timer_ext = gl.getExtension('EXT_disjoint_timer_query');
}
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);
const dots_vs = create_shader(gl, gl.VERTEX_SHADER, dots_vs_src);
const dots_fs = create_shader(gl, gl.FRAGMENT_SHADER, dots_fs_src);
const grid_vs = create_shader(gl, gl.VERTEX_SHADER, grid_vs_src);
const iquad_vs = create_shader(gl, gl.VERTEX_SHADER, iquad_vs_src);
const iquad_fs = create_shader(gl, gl.FRAGMENT_SHADER, iquad_fs_src);
context.programs = {
'image': create_program(gl, quad_vs, quad_fs),
'main': create_program(gl, sdf_vs, sdf_fs),
'dots': create_program(gl, dots_vs, dots_fs),
'grid': create_program(gl, grid_vs, dots_fs),
'iquad': create_program(gl, iquad_vs, iquad_fs),
};
context.buffers = {
'b_images': gl.createBuffer(),
'b_strokes_static': gl.createBuffer(),
'b_strokes_dynamic': gl.createBuffer(),
'b_instance_dot': gl.createBuffer(),
'b_instance_grid': gl.createBuffer(),
'b_dot': gl.createBuffer(),
'b_hud': gl.createBuffer(),
'b_iquads': gl.createBuffer(),
};
context.textures = {
'stroke_data': gl.createTexture(),
'dynamic_stroke_data': gl.createTexture(),
'ui': gl.createTexture(),
};
gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16UI, config.stroke_texture_size, config.stroke_texture_size, 0, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(config.stroke_texture_size * config.stroke_texture_size * 4)); // fill the whole texture once with zeroes to kill a warning about a partial upload
gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16UI, config.dynamic_stroke_texture_size, config.dynamic_stroke_texture_size, 0, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(config.dynamic_stroke_texture_size * config.dynamic_stroke_texture_size * 4)); // fill the whole texture once with zeroes to kill a warning about a partial upload
gl.bindTexture(gl.TEXTURE_2D, context.textures['ui']);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16UI, config.ui_texture_size, config.ui_texture_size, 0, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(config.ui_texture_size * config.ui_texture_size * 4)); // fill the whole texture once with zeroes to kill a warning about a partial upload
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)) {
// src: tiny-sdf
// https://github.com/mapbox/tiny-sdf
const wrapper = {program};
const num_attrs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
const num_uniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
wrapper.locations = {};
for (let i = 0; i < num_attrs; i++) {
const attribute = gl.getActiveAttrib(program, i);
wrapper.locations[attribute.name] = gl.getAttribLocation(program, attribute.name);
}
for (let i = 0; i < num_uniforms; i++) {
const uniform = gl.getActiveUniform(program, i);
wrapper.locations[uniform.name] = gl.getUniformLocation(program, uniform.name);
}
return wrapper;
}
console.error('link:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}