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.
556 lines
19 KiB
556 lines
19 KiB
const simple_vs_src = `#version 300 es |
|
in vec2 a_pos; |
|
|
|
uniform vec2 u_scale; |
|
uniform vec2 u_res; |
|
uniform vec2 u_translation; |
|
|
|
out vec2 v_uv; |
|
flat out int v_quad_id; |
|
|
|
void main() { |
|
vec2 screen01 = (a_pos * u_scale + u_translation) / u_res; |
|
vec2 screen02 = screen01 * 2.0; |
|
screen02.y = 2.0 - screen02.y; |
|
|
|
int vertex_index = gl_VertexID % 6; |
|
|
|
if (vertex_index == 0) { |
|
v_uv = vec2(0.0, 0.0); |
|
} else if (vertex_index == 1 || vertex_index == 5) { |
|
v_uv = vec2(1.0, 0.0); |
|
} else if (vertex_index == 2 || vertex_index == 4) { |
|
v_uv = vec2(0.0, 1.0); |
|
} else { |
|
v_uv = vec2(1.0, 1.0); |
|
} |
|
|
|
v_quad_id = gl_VertexID / 6; |
|
|
|
gl_Position = vec4(screen02 - 1.0, 0.0, 1.0); |
|
} |
|
`; |
|
|
|
const simple_fs_src = `#version 300 es |
|
precision highp float; |
|
in vec2 v_uv; |
|
flat in int v_quad_id; |
|
layout(location = 0) out vec4 FragColor; |
|
void main() { |
|
vec2 pixel = fwidth(v_uv); |
|
vec2 border = 2.0 * pixel; |
|
|
|
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) { |
|
discard; |
|
} else { |
|
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); |
|
float alpha = 0.5; |
|
FragColor = vec4(color * alpha, alpha); |
|
} |
|
} |
|
`; |
|
|
|
const opaque_vs_src = `#version 300 es |
|
in vec3 a_pos; // .z is radius |
|
in vec4 a_line; |
|
|
|
in int a_stroke_id; |
|
|
|
uniform vec2 u_scale; |
|
uniform vec2 u_res; |
|
uniform vec2 u_translation; |
|
|
|
uniform int u_stroke_count; |
|
|
|
flat out int v_stroke_id; |
|
|
|
void main() { |
|
// Do not inflate quad (as opposed to the full sdf shader), thus only leaving the opaque part |
|
|
|
// Shrink to not include the caps |
|
vec2 line_dir = normalize(a_line.zw - a_line.xy); |
|
|
|
int vertex_index = gl_VertexID % 4; |
|
vec2 pos = a_pos.xy; |
|
|
|
if (vertex_index == 0 || vertex_index == 2) { |
|
// vertices on the "beginning" side of the line |
|
pos.xy += line_dir * a_pos.z / 2.0; |
|
} else { |
|
// on the "ending" side of the line |
|
pos.xy -= line_dir * a_pos.z / 2.0; |
|
} |
|
|
|
vec2 screen01 = (pos * u_scale + u_translation) / u_res; |
|
vec2 screen02 = screen01 * 2.0; |
|
screen02.y = 2.0 - screen02.y; |
|
|
|
v_stroke_id = a_stroke_id; |
|
|
|
gl_Position = vec4(screen02 - 1.0, (float(a_stroke_id) / float(u_stroke_count)) * 2.0 - 1.0, 1.0); |
|
} |
|
`; |
|
|
|
const nop_fs_src = `#version 300 es |
|
precision highp float; |
|
flat in int v_stroke_id; |
|
layout(location = 0) out vec4 FragColor; |
|
void main() { |
|
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); |
|
FragColor = vec4(color, 1.0); |
|
} |
|
`; |
|
|
|
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; |
|
out vec4 v_line; |
|
out vec2 v_texcoord; |
|
out vec3 v_color; |
|
flat out vec2 v_thickness; |
|
void main() { |
|
vec2 screen02; |
|
float apron = 1.0; // google "futanari inflation rule 34" |
|
|
|
int stroke_data_y = a_stroke_id / u_stroke_texture_size; |
|
int stroke_data_x = a_stroke_id % u_stroke_texture_size; |
|
uvec4 stroke_data = texelFetch(u_stroke_data, ivec2(stroke_data_x, stroke_data_y), 0); |
|
float radius = float(stroke_data.w); |
|
vec2 line_dir = normalize(a_b - a_a); |
|
vec2 up_dir = vec2(line_dir.y, -line_dir.x); |
|
vec2 pixel = vec2(2.0) / u_res * apron; |
|
float rscale = apron / u_scale.x; |
|
int vertex_index = gl_VertexID % 6; |
|
vec2 outwards; |
|
vec2 origin; |
|
if (vertex_index == 0) { |
|
// "top left" aka "p1" |
|
origin = a_a; |
|
outwards = up_dir - line_dir; |
|
} else if (vertex_index == 1 || vertex_index == 5) { |
|
// "top right" aka "p2" |
|
origin = a_b; |
|
outwards = up_dir + line_dir; |
|
} else if (vertex_index == 2 || vertex_index == 4) { |
|
// "bottom left" aka "p3" |
|
origin = a_a; |
|
outwards = -up_dir - line_dir; |
|
} else { |
|
// "bottom right" aka "p4" |
|
origin = a_b; |
|
outwards = -up_dir + line_dir; |
|
} |
|
|
|
vec2 pos = origin + normalize(outwards) * radius * 2.0 * max(a_pressure.x, a_pressure.y); // doubling is to account for max possible pressure |
|
screen02 = (pos.xy * u_scale + u_translation) / u_res * 2.0 + outwards * pixel; |
|
v_texcoord = pos.xy + outwards * rscale; |
|
screen02.y = 2.0 - screen02.y; |
|
v_line = vec4(a_a, a_b); |
|
v_thickness = radius * a_pressure; // pressure 0.5 is the "neutral" pressure |
|
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 vec4 v_line; |
|
in vec2 v_texcoord; |
|
in vec3 v_color; |
|
|
|
flat in vec2 v_thickness; |
|
|
|
layout(location = 0) out vec4 FragColor; |
|
|
|
void main() { |
|
if (u_debug_mode == 0) { |
|
vec2 a = v_line.xy; |
|
vec2 b = v_line.zw; |
|
|
|
vec2 pa = v_texcoord - a.xy, ba = b.xy - a.xy; |
|
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); |
|
float dist = length(v_texcoord - (a + ba * h)) - mix(v_thickness.x, v_thickness.y, h); |
|
|
|
float fade = 0.5 * length(fwidth(v_texcoord)); |
|
float alpha = 1.0 - smoothstep(-fade, fade, dist); |
|
|
|
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; |
|
screen02.y = 2.0 - screen02.y; |
|
vec2 screen11 = screen02 - 1.0; |
|
|
|
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); |
|
} |
|
|
|
gl_Position = vec4(screen11, 0, 1); |
|
} |
|
`; |
|
|
|
const tquad_fs_src = `#version 300 es |
|
precision highp float; |
|
|
|
in vec2 v_texcoord; |
|
|
|
uniform sampler2D u_texture; |
|
|
|
layout(location = 0) out vec4 FragColor; |
|
|
|
void main() { |
|
FragColor = texture(u_texture, v_texcoord); |
|
} |
|
`; |
|
|
|
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); |
|
} |
|
`; |
|
|
|
function init_webgl(state, context) { |
|
context.canvas = document.querySelector('#c'); |
|
context.gl = context.canvas.getContext('webgl2', { |
|
'preserveDrawingBuffer': true, |
|
'desynchronized': true, |
|
'antialias': false, |
|
}); |
|
|
|
const gl = context.gl; |
|
|
|
gl.enable(gl.BLEND); |
|
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); |
|
|
|
gl.enable(gl.DEPTH_TEST); |
|
gl.depthFunc(gl.GEQUAL); |
|
|
|
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 opaque_vs = create_shader(gl, gl.VERTEX_SHADER, opaque_vs_src); |
|
const nop_fs = create_shader(gl, gl.FRAGMENT_SHADER, nop_fs_src); |
|
|
|
const simple_vs = create_shader(gl, gl.VERTEX_SHADER, simple_vs_src); |
|
const simple_fs = create_shader(gl, gl.FRAGMENT_SHADER, simple_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); |
|
|
|
context.programs['image'] = create_program(gl, quad_vs, quad_fs); |
|
context.programs['debug'] = create_program(gl, simple_vs, simple_fs); |
|
context.programs['sdf'] = { |
|
'opaque': create_program(gl, opaque_vs, nop_fs), |
|
'main': create_program(gl, sdf_vs, sdf_fs), |
|
}; |
|
context.programs['pattern'] = { |
|
'dots': create_program(gl, dots_vs, dots_fs), |
|
'grid': create_program(gl, grid_vs, dots_fs), |
|
}; |
|
|
|
context.locations['image'] = { |
|
'a_pos': gl.getAttribLocation(context.programs['image'], 'a_pos'), |
|
|
|
'u_res': gl.getUniformLocation(context.programs['image'], 'u_res'), |
|
'u_scale': gl.getUniformLocation(context.programs['image'], 'u_scale'), |
|
'u_translation': gl.getUniformLocation(context.programs['image'], 'u_translation'), |
|
'u_texture': gl.getUniformLocation(context.programs['image'], 'u_texture'), |
|
}; |
|
|
|
context.locations['debug'] = { |
|
'a_pos': gl.getAttribLocation(context.programs['debug'], 'a_pos'), |
|
|
|
'u_res': gl.getUniformLocation(context.programs['debug'], 'u_res'), |
|
'u_scale': gl.getUniformLocation(context.programs['debug'], 'u_scale'), |
|
'u_translation': gl.getUniformLocation(context.programs['debug'], 'u_translation'), |
|
}; |
|
|
|
context.locations['sdf'] = { |
|
'opaque': { |
|
'a_pos': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_pos'), |
|
'a_line': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_line'), |
|
'a_stroke_id': gl.getAttribLocation(context.programs['sdf'].opaque, 'a_stroke_id'), |
|
|
|
'u_res': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_res'), |
|
'u_scale': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_scale'), |
|
'u_translation': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_translation'), |
|
'u_stroke_count': gl.getUniformLocation(context.programs['sdf'].opaque, 'u_stroke_count'), |
|
}, |
|
|
|
'main': { |
|
'a_a': gl.getAttribLocation(context.programs['sdf'].main, 'a_a'), |
|
'a_b': gl.getAttribLocation(context.programs['sdf'].main, 'a_b'), |
|
'a_stroke_id': gl.getAttribLocation(context.programs['sdf'].main, 'a_stroke_id'), |
|
'a_pressure': gl.getAttribLocation(context.programs['sdf'].main, 'a_pressure'), |
|
|
|
'u_res': gl.getUniformLocation(context.programs['sdf'].main, 'u_res'), |
|
'u_scale': gl.getUniformLocation(context.programs['sdf'].main, 'u_scale'), |
|
'u_translation': gl.getUniformLocation(context.programs['sdf'].main, 'u_translation'), |
|
'u_debug_mode': gl.getUniformLocation(context.programs['sdf'].main, 'u_debug_mode'), |
|
'u_stroke_count': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_count'), |
|
'u_stroke_data': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_data'), |
|
'u_stroke_texture_size': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_texture_size'), |
|
} |
|
}; |
|
|
|
context.locations['pattern'] = { |
|
'dots': { |
|
'a_xy': gl.getAttribLocation(context.programs['pattern'].dots, 'a_xy'), |
|
'a_center': gl.getAttribLocation(context.programs['pattern'].dots, 'a_center'), |
|
|
|
'u_res': gl.getUniformLocation(context.programs['pattern'].dots, 'u_res'), |
|
'u_scale': gl.getUniformLocation(context.programs['pattern'].dots, 'u_scale'), |
|
'u_translation': gl.getUniformLocation(context.programs['pattern'].dots, 'u_translation'), |
|
'u_fadeout': gl.getUniformLocation(context.programs['pattern'].dots, 'u_fadeout'), |
|
}, |
|
|
|
'grid': { |
|
'a_data': gl.getAttribLocation(context.programs['pattern'].grid, 'a_data'), |
|
|
|
'u_res': gl.getUniformLocation(context.programs['pattern'].grid, 'u_res'), |
|
'u_scale': gl.getUniformLocation(context.programs['pattern'].grid, 'u_scale'), |
|
'u_translation': gl.getUniformLocation(context.programs['pattern'].grid, 'u_translation'), |
|
'u_fadeout': gl.getUniformLocation(context.programs['pattern'].grid, 'u_fadeout'), |
|
} |
|
}; |
|
|
|
context.buffers['debug'] = { |
|
'b_packed': gl.createBuffer(), |
|
}; |
|
|
|
context.buffers['image'] = { |
|
'b_quads': gl.createBuffer(), |
|
}; |
|
|
|
context.buffers['sdf'] = { |
|
'b_instance': gl.createBuffer(), |
|
'b_dynamic_instance': gl.createBuffer(), |
|
}; |
|
|
|
context.buffers['pattern'] = { |
|
'b_instance_dot': gl.createBuffer(), |
|
'b_instance_grid': gl.createBuffer(), |
|
'b_dot': gl.createBuffer(), |
|
}; |
|
|
|
context.textures = { |
|
'stroke_data': gl.createTexture(), |
|
'dynamic_stroke_data': 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, null); |
|
|
|
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, null); |
|
|
|
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)) { |
|
return program; |
|
} |
|
|
|
console.error('link:', gl.getProgramInfoLog(program)); |
|
|
|
gl.deleteProgram(program); |
|
}
|
|
|