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375 lines
12 KiB
375 lines
12 KiB
const simple_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_uv; |
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flat out int v_quad_id; |
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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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int vertex_index = gl_VertexID % 6; |
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if (vertex_index == 0) { |
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v_uv = vec2(0.0, 0.0); |
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} else if (vertex_index == 1 || vertex_index == 5) { |
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v_uv = vec2(1.0, 0.0); |
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} else if (vertex_index == 2 || vertex_index == 4) { |
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v_uv = vec2(0.0, 1.0); |
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} else { |
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v_uv = vec2(1.0, 1.0); |
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} |
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v_quad_id = gl_VertexID / 6; |
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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 simple_fs_src = `#version 300 es |
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precision highp float; |
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in vec2 v_uv; |
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flat in int v_quad_id; |
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out vec4 FragColor; |
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void main() { |
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vec2 pixel = fwidth(v_uv); |
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vec2 border = 2.0 * pixel; |
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if (border.x <= v_uv.x && v_uv.x <= 1.0 - border.x && border.y <= v_uv.y && v_uv.y <= 1.0 - border.y) { |
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discard; |
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} else { |
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vec3 color = vec3(float(v_quad_id * 869363 % 255) / 255.0, float(v_quad_id * 278975 % 255) / 255.0, float(v_quad_id * 587286 % 255) / 255.0); |
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float alpha = 0.5; |
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FragColor = vec4(color * alpha, alpha); |
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} |
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} |
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`; |
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const opaque_vs_src = `#version 300 es |
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in vec3 a_pos; // .z is radius |
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in vec4 a_line; |
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in int a_stroke_id; |
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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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flat out int v_stroke_id; |
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void main() { |
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// Do not inflate quad (as opposed to the full sdf shader), thus only leaving the opaque part |
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// Shrink to not include the caps |
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vec2 line_dir = normalize(a_line.zw - a_line.xy); |
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int vertex_index = gl_VertexID % 4; |
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vec2 pos = a_pos.xy; |
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if (vertex_index == 0 || vertex_index == 2) { |
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// vertices on the "beginning" side of the line |
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pos.xy += line_dir * a_pos.z / 2.0; |
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} else { |
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// on the "ending" side of the line |
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pos.xy -= line_dir * a_pos.z / 2.0; |
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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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v_stroke_id = a_stroke_id; |
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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 nop_fs_src = `#version 300 es |
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precision highp float; |
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flat in int v_stroke_id; |
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out vec4 FragColor; |
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void main() { |
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vec3 color = vec3(float(v_stroke_id * 3245 % 255) / 255.0, float(v_stroke_id * 7343 % 255) / 255.0, float(v_stroke_id * 5528 % 255) / 255.0); |
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FragColor = vec4(color, 1.0); |
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} |
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`; |
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const sdf_vs_src = `#version 300 es |
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in vec3 a_pos; // .z is radius |
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in vec4 a_line; |
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in vec3 a_color; |
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in int a_stroke_id; |
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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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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 float v_thickness; |
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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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// Inflate quad by 1 pixel |
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float apron = 1.0; |
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vec2 line_dir = normalize(a_line.zw - a_line.xy); |
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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 * apron; |
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int vertex_index = gl_VertexID % 4; |
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if (vertex_index == 0) { |
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// "top left" aka "p1" |
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screen02 += up_dir * pixel - line_dir * pixel; |
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v_texcoord = a_pos.xy + up_dir * 1.0 / u_scale - line_dir * 1.0 / u_scale; |
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} else if (vertex_index == 1) { |
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// "top right" aka "p2" |
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screen02 += up_dir * pixel + line_dir * pixel; |
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v_texcoord = a_pos.xy + up_dir * 1.0 / u_scale + line_dir * 1.0 / u_scale; |
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} else if (vertex_index == 2) { |
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// "bottom left" aka "p3" |
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screen02 += -up_dir * pixel - line_dir * pixel; |
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v_texcoord = a_pos.xy - up_dir * 1.0 / u_scale - line_dir * 1.0 / u_scale; |
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} else { |
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// "bottom right" aka "p4" |
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screen02 += -up_dir * pixel + line_dir * pixel; |
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v_texcoord = a_pos.xy - up_dir * 1.0 / u_scale + line_dir * 1.0 / u_scale; |
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} |
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screen02.y = 2.0 - screen02.y; |
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v_line = a_line; |
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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, (float(a_stroke_id) / float(u_stroke_count)) * 2.0 - 1.0, 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 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 float v_thickness; |
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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 h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); |
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float dist = length(pa - ba * h) - v_thickness / 2.0; |
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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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FragColor = vec4(v_color * alpha, alpha); |
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} else { |
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FragColor = vec4(1.0, 0.0, 0.0, 1.0 / 32.0); |
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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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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 opaque_vs = create_shader(gl, gl.VERTEX_SHADER, opaque_vs_src); |
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const nop_fs = create_shader(gl, gl.FRAGMENT_SHADER, nop_fs_src); |
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const simple_vs = create_shader(gl, gl.VERTEX_SHADER, simple_vs_src); |
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const simple_fs = create_shader(gl, gl.FRAGMENT_SHADER, simple_fs_src); |
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context.programs['image'] = create_program(gl, quad_vs, quad_fs); |
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context.programs['debug'] = create_program(gl, simple_vs, simple_fs); |
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context.programs['sdf'] = { |
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'opaque': create_program(gl, opaque_vs, nop_fs), |
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'main': create_program(gl, sdf_vs, sdf_fs), |
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}; |
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context.locations['debug'] = { |
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'a_pos': gl.getAttribLocation(context.programs['debug'], 'a_pos'), |
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'u_res': gl.getUniformLocation(context.programs['debug'], 'u_res'), |
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'u_scale': gl.getUniformLocation(context.programs['debug'], 'u_scale'), |
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'u_translation': gl.getUniformLocation(context.programs['debug'], 'u_translation'), |
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}; |
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context.locations['sdf'] = { |
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'opaque': { |
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'a_pos': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_pos'), |
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'a_line': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_line'), |
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'a_stroke_id': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_stroke_id'), |
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'u_res': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_res'), |
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'u_scale': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_scale'), |
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'u_translation': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_translation'), |
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'u_stroke_count': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_stroke_count'), |
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}, |
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'main': { |
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'a_pos': gl.getAttribLocation(context.programs['sdf'].main, 'a_pos'), |
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'a_line': gl.getAttribLocation(context.programs['sdf'].main, 'a_line'), |
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'a_color': gl.getAttribLocation(context.programs['sdf'].main, 'a_color'), |
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'a_stroke_id': gl.getAttribLocation(context.programs['sdf'].main, 'a_stroke_id'), |
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'u_res': gl.getUniformLocation(context.programs['sdf'].main, 'u_res'), |
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'u_scale': gl.getUniformLocation(context.programs['sdf'].main, 'u_scale'), |
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'u_translation': gl.getUniformLocation(context.programs['sdf'].main, 'u_translation'), |
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'u_debug_mode': gl.getUniformLocation(context.programs['sdf'].main, 'u_debug_mode'), |
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'u_tile_size': gl.getUniformLocation(context.programs['sdf'].main, 'u_tile_size'), |
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'u_stroke_count': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_count'), |
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} |
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}; |
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context.buffers['debug'] = { |
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'b_packed': gl.createBuffer(), |
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}; |
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context.buffers['sdf'] = { |
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'b_packed_static': gl.createBuffer(), |
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'b_packed_dynamic': gl.createBuffer(), |
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'b_packed_static_index': gl.createBuffer(), |
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'b_packed_dynamic_index': gl.createBuffer(), |
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}; |
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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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