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486 lines
15 KiB
486 lines
15 KiB
const sdf_vs_src = `#version 300 es |
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in vec2 a_a; // point from |
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in vec2 a_b; // point to |
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in int a_stroke_id; |
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in vec2 a_pressure; |
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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_stroke_count; |
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uniform int u_stroke_texture_size; |
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uniform highp usampler2D u_stroke_data; |
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uniform float u_fixed_pixel_width; |
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out vec4 v_line; |
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out vec2 v_texcoord; |
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out vec3 v_color; |
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flat out vec2 v_thickness; |
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void main() { |
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vec2 screen02; |
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float apron = 1.0; // google "futanari inflation rule 34" |
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int stroke_data_y = a_stroke_id / u_stroke_texture_size; |
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int stroke_data_x = a_stroke_id % u_stroke_texture_size; |
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vec2 line_dir = normalize(a_b - a_a); |
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vec2 up_dir = vec2(line_dir.y, -line_dir.x); |
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vec2 pixel = vec2(2.0) / u_res; |
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uvec4 stroke_data = texelFetch(u_stroke_data, ivec2(stroke_data_x, stroke_data_y), 0); |
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float radius = float(stroke_data.w); |
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if (u_fixed_pixel_width > 0.0) { |
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radius = u_fixed_pixel_width / u_scale.x; |
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} |
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float rscale = apron / u_scale.x; |
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int vertex_index = gl_VertexID % 6; |
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vec2 outwards; |
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vec2 origin; |
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if (vertex_index == 0) { |
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// "top left" aka "p1" |
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origin = a_a; |
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outwards = up_dir - line_dir; |
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} else if (vertex_index == 1 || vertex_index == 5) { |
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// "top right" aka "p2" |
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origin = a_b; |
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outwards = up_dir + line_dir; |
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} else if (vertex_index == 2 || vertex_index == 4) { |
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// "bottom left" aka "p3" |
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origin = a_a; |
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outwards = -up_dir - line_dir; |
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} else { |
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// "bottom right" aka "p4" |
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origin = a_b; |
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outwards = -up_dir + line_dir; |
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} |
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vec2 pos = origin + normalize(outwards) * radius * 2.0 * max(a_pressure.x, a_pressure.y); // doubling is to account for max possible pressure |
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screen02 = (pos.xy * u_scale + u_translation) / u_res * 2.0 + outwards * pixel * apron; |
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v_texcoord = pos.xy + outwards * rscale; |
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screen02.y = 2.0 - screen02.y; |
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v_line = vec4(a_a, a_b); |
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v_thickness = radius * a_pressure; // pressure 0.5 is the "neutral" pressure |
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v_color = vec3(stroke_data.xyz) / 255.0; |
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if (a_stroke_id >> 31 != 0) { |
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screen02 += vec2(100.0); // shift offscreen |
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} |
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gl_Position = vec4(screen02 - 1.0, (float(a_stroke_id) / float(u_stroke_count)) * 2.0 - 1.0, 1.0); |
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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 int u_debug_mode; |
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in vec4 v_line; |
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in vec2 v_texcoord; |
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in vec3 v_color; |
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flat in vec2 v_thickness; |
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layout(location = 0) out vec4 FragColor; |
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void main() { |
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if (u_debug_mode == 0) { |
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vec2 a = v_line.xy; |
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vec2 b = v_line.zw; |
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vec2 pa = v_texcoord - a.xy, ba = b.xy - a.xy; |
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float dba = dot(ba, ba); |
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float dist; |
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if (dba > 0.0) { |
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float h = clamp(dot(pa, ba) / dba, 0.0, 1.0); |
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dist = length(v_texcoord - (a + ba * h)) - mix(v_thickness.x, v_thickness.y, h); |
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} else { |
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// Special case for when we are drawing a single point. Just a circle SDF |
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dist = length(v_texcoord - a.xy - v_thickness.x); |
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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, dist); |
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//if (alpha > 0.5) alpha = 0.5; |
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FragColor = vec4(v_color * alpha, alpha); |
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} else { |
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FragColor = vec4(0.2, 0.0, 0.0, 0.2); |
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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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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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int vertex_index = gl_VertexID % 6; |
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if (vertex_index == 0) { |
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v_texcoord = vec2(0.0, 0.0); |
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} else if (vertex_index == 1 || vertex_index == 5) { |
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v_texcoord = vec2(1.0, 0.0); |
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} else if (vertex_index == 2 || vertex_index == 4) { |
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v_texcoord = vec2(0.0, 1.0); |
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} else { |
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v_texcoord = vec2(1.0, 1.0); |
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} |
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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, 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 int u_solid; |
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uniform vec4 u_color; |
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layout(location = 0) out vec4 FragColor; |
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void main() { |
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if (u_solid == 0) { |
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FragColor = texture(u_texture, v_texcoord); |
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} else { |
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FragColor = u_color; |
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} |
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} |
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`; |
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const grid_vs_src = `#version 300 es |
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in vec2 a_data; // per-instance |
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out float v_fadeout; |
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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 float u_fadeout; |
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void main() { |
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vec2 origin; |
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vec2 minor_offset; |
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vec2 major_offset; |
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vec2 pixel = 2.0 / u_res; |
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if (a_data.x > 0.0) { |
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// Vertical, treat Y as X |
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float x = a_data.y; |
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origin = vec2(x, 0.0); |
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minor_offset = pixel * vec2(1.0, 0.0); |
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major_offset = vec2(0.0, 2.0); |
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} else { |
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// Horizontal, treat Y as Y |
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float y = a_data.y; |
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origin = vec2(0.0, y); |
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minor_offset = pixel * vec2(0.0, 1.0); |
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major_offset = vec2(2.0, 0.0); |
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} |
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vec2 v = (origin * u_scale + u_translation) / u_res * 2.0; |
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vec2 pos; |
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if (a_data.x > 0.0) { |
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v.y = 0.0; |
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} else { |
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v.x = 0.0; |
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} |
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if (gl_VertexID % 6 == 0) { |
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pos = v; |
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} else if (gl_VertexID % 6 == 1 || gl_VertexID % 6 == 5) { |
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pos = v + (a_data.x > 0.0 ? minor_offset : major_offset); |
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//pos = v + minor_offset; |
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} else if (gl_VertexID % 6 == 2 || gl_VertexID % 6 == 4) { |
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pos = v + (a_data.x > 0.0 ? major_offset : minor_offset); |
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//pos = v + major_offset; |
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} else if (gl_VertexID % 6 == 3) { |
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pos = v + major_offset + minor_offset; |
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//pos = v + major_offset + minor_offset; |
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} |
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vec2 screen02 = pos; |
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screen02.y = 2.0 - screen02.y; |
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v_fadeout = u_fadeout; |
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gl_Position = vec4(screen02 - 1.0, 0.0, 1.0); |
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} |
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`; |
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const dots_vs_src = `#version 300 es |
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in vec2 a_center; // per-instance |
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out float v_fadeout; |
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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 float u_fadeout; |
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void main() { |
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vec2 v = (a_center * u_scale + u_translation) / u_res * 2.0; |
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vec2 pos; |
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vec2 pixel = 2.0 / u_res; |
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if (gl_VertexID % 6 == 0) { |
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pos = v + pixel * vec2(-1.0); |
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} else if (gl_VertexID % 6 == 1) { |
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pos = v + pixel * vec2(1.0, -1.0); |
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} else if (gl_VertexID % 6 == 2) { |
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pos = v + pixel * vec2(-1.0, 1.0); |
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} else if (gl_VertexID % 6 == 3) { |
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pos = v + pixel * vec2(1.0); |
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} else if (gl_VertexID % 6 == 4) { |
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pos = v + pixel * vec2(-1.0, 1.0); |
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} else if (gl_VertexID % 6 == 5) { |
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pos = v + pixel * vec2(1.0, -1.0); |
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} |
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vec2 screen02 = pos; |
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screen02.y = 2.0 - screen02.y; |
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v_fadeout = u_fadeout; |
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gl_Position = vec4(screen02 - 1.0, 0.0, 1.0); |
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} |
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`; |
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const dots_fs_src = `#version 300 es |
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precision highp float; |
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in float v_fadeout; |
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layout(location = 0) out vec4 FragColor; |
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void main() { |
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vec3 color = vec3(0.5); |
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FragColor = vec4(color * v_fadeout, v_fadeout); |
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} |
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`; |
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// |
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const iquad_vs_src = `#version 300 es |
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in vec2 a_topleft; // per-instance |
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in vec2 a_bottomright; // per-instance |
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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 vec3 v_color; |
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void main() { |
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vec2 pos; |
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int vertex_index = gl_VertexID % 6; |
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if (vertex_index == 0) { |
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// top left |
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pos = a_topleft; |
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} else if (vertex_index == 1 || vertex_index == 5) { |
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// top right |
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pos = vec2(a_bottomright.x, a_topleft.y); |
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} else if (vertex_index == 2 || vertex_index == 4) { |
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// bottom left |
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pos = vec2(a_topleft.x, a_bottomright.y); |
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} else { |
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// bottom right |
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pos = a_bottomright; |
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} |
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v_color = vec3( |
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float(int(a_topleft.x) * 908125 % 255) / 255.0, |
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float(int(a_topleft.y) * 257722 % 255) / 255.0, |
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float(int(a_bottomright.y) * 826586 % 255) / 255.0 |
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); |
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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, 0.0, 1.0); |
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} |
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`; |
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const iquad_fs_src = `#version 300 es |
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precision highp float; |
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layout(location = 0) out vec4 FragColor; |
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in vec3 v_color; |
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void main() { |
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FragColor = vec4(v_color, 0.5); |
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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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//gl.blendEquation(gl.MAX); |
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//gl.enable(gl.DEPTH_TEST); |
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//gl.depthFunc(gl.GEQUAL); |
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context.gpu_timer_ext = gl.getExtension('EXT_disjoint_timer_query_webgl2'); |
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if (context.gpu_timer_ext === null) { |
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context.gpu_timer_ext = gl.getExtension('EXT_disjoint_timer_query'); |
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} |
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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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const dots_vs = create_shader(gl, gl.VERTEX_SHADER, dots_vs_src); |
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const dots_fs = create_shader(gl, gl.FRAGMENT_SHADER, dots_fs_src); |
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const grid_vs = create_shader(gl, gl.VERTEX_SHADER, grid_vs_src); |
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const iquad_vs = create_shader(gl, gl.VERTEX_SHADER, iquad_vs_src); |
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const iquad_fs = create_shader(gl, gl.FRAGMENT_SHADER, iquad_fs_src); |
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context.programs = { |
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'image': create_program(gl, quad_vs, quad_fs), |
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'main': create_program(gl, sdf_vs, sdf_fs), |
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'dots': create_program(gl, dots_vs, dots_fs), |
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'grid': create_program(gl, grid_vs, dots_fs), |
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'iquad': create_program(gl, iquad_vs, iquad_fs), |
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}; |
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context.buffers = { |
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'b_images': gl.createBuffer(), |
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'b_strokes_static': gl.createBuffer(), |
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'b_strokes_dynamic': gl.createBuffer(), |
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'b_instance_dot': gl.createBuffer(), |
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'b_instance_grid': gl.createBuffer(), |
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'b_dot': gl.createBuffer(), |
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'b_hud': gl.createBuffer(), |
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'b_iquads': gl.createBuffer(), |
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}; |
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context.textures = { |
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'stroke_data': gl.createTexture(), |
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'dynamic_stroke_data': gl.createTexture(), |
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'ui': gl.createTexture(), |
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}; |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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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 |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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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 |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['ui']); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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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 |
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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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// src: tiny-sdf |
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// https://github.com/mapbox/tiny-sdf |
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const wrapper = {program}; |
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const num_attrs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); |
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const num_uniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); |
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wrapper.locations = {}; |
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for (let i = 0; i < num_attrs; i++) { |
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const attribute = gl.getActiveAttrib(program, i); |
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wrapper.locations[attribute.name] = gl.getAttribLocation(program, attribute.name); |
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} |
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for (let i = 0; i < num_uniforms; i++) { |
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const uniform = gl.getActiveUniform(program, i); |
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wrapper.locations[uniform.name] = gl.getUniformLocation(program, uniform.name); |
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} |
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return wrapper; |
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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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