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cube_readouts.html
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cube_readouts.html
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<!-- vim: sw=4 ts=4 expandtab smartindent ft=javascript
-->
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>WebGL Demo</title>
<style> document, body { margin: 0px; padding: 0px; overflow: hidden; } </style>
</head>
<body>
<canvas id="glcanvas"></canvas>
<script>
const canvas = document.getElementById('glcanvas');
const gl = canvas.getContext('webgl2', {antialias: true});
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
if (!gl) { alert('Failed to initialize WebGL'); }
(window.onresize = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
/* account for e.g. high-retina macbook screens */
if (window.devicePixelRatio > 1) {
canvas.style.width = `${canvas.width}px`;
canvas.style.height = `${canvas.height}px`;
canvas.width *= window.devicePixelRatio;
canvas.height *= window.devicePixelRatio;
}
gl.viewport(
0,
0,
canvas.width,
canvas.height
);
})();
function createProgram(gl, vertexSource, fragmentSource) {
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader));
}
return shader;
}
const program = gl.createProgram();
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error(gl.getProgramInfoLog(program));
}
const wrapper = {program};
const numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
for (let i = 0; i < numAttributes; i++) {
const attribute = gl.getActiveAttrib(program, i);
wrapper[attribute.name] = gl.getAttribLocation(program, attribute.name);
}
const numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < numUniforms; i++) {
const uniform = gl.getActiveUniform(program, i);
wrapper[uniform.name] = gl.getUniformLocation(program, uniform.name);
}
return wrapper;
}
/* if you're going to use this multiple times in a single program,
* consider modifying it to not immediately delete all the shaders.
*
* or just take the shader compilation hit -- i don't care what you do.
*
* note, if you don't care about supporting Safari, you can generate shadows entirely in canvas
* https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/filter
*
*/
function shadowForTexture(texture, texture_width, texture_height, texture_pad) {
/* compile shaders */
let shaders;
{
const vs_img = `
attribute vec3 a_pos;
attribute vec2 a_uv;
uniform mat4 u_matrix;
varying vec2 v_uv;
void main() {
gl_Position = u_matrix * vec4(a_pos.xyz, 1);
v_uv = a_uv;
}`;
const fs_img = `
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_texture;
uniform vec4 u_mask;
void main() {
gl_FragColor = texture2D(u_texture, v_uv);
/* somehow alpha got overmultiplied, freaky af */
// gl_FragColor.xyz /= gl_FragColor.w;
gl_FragColor.rgb *= u_mask.rgb;
gl_FragColor *= u_mask.a;
}`;
const vs_fullscreen_blur = `#version 300 es
precision mediump float;
out vec2 v_texcoord;
void main(void) {
float x = float((gl_VertexID & 1) << 2);
float y = float((gl_VertexID & 2) << 1);
v_texcoord.x = x * 0.5;
v_texcoord.y = y * 0.5;
gl_Position = vec4(x - 1.0, y - 1.0, 0, 1);
}
`;
const fs_fullscreen_blur = `#version 300 es
precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_direction;
in vec2 v_texcoord;
out vec4 frag_color;
void main(void) {
vec2 one_pixel = u_direction*(vec2(1) / vec2(textureSize(u_texture, 0)));
frag_color = texture(u_texture, v_texcoord) * 0.2270270270;
frag_color += texture(u_texture, v_texcoord + one_pixel ) * 0.1945945946;
frag_color += texture(u_texture, v_texcoord - one_pixel ) * 0.1945945946;
frag_color += texture(u_texture, v_texcoord + one_pixel*2.0) * 0.1216216216;
frag_color += texture(u_texture, v_texcoord - one_pixel*2.0) * 0.1216216216;
frag_color += texture(u_texture, v_texcoord + one_pixel*3.0) * 0.0540540541;
frag_color += texture(u_texture, v_texcoord - one_pixel*3.0) * 0.0540540541;
frag_color += texture(u_texture, v_texcoord + one_pixel*4.0) * 0.0162162162;
frag_color += texture(u_texture, v_texcoord - one_pixel*4.0) * 0.0162162162;
}
`;
shaders = {
img: createProgram(gl, vs_img , fs_img ),
fullscreen_blur: createProgram(gl, vs_fullscreen_blur, fs_fullscreen_blur),
};
}
let prebaked;
{
/* some suggestions on AA/multisampling https://stackoverflow.com/a/55976760 */
const canvas_width = texture_width + texture_pad*2;
const canvas_height = texture_height + texture_pad*2;
gl.viewport(
0,
0,
canvas_width,
canvas_height
);
/* this way we can just draw the image from (0, 0)..(width,height)
* and it will have even padding on all sides */
const pMatrix = mat4_ortho(
mat4_create(),
-texture_pad,
texture_width +texture_pad,
-texture_pad,
texture_height+texture_pad,
1,
-1
);
const render_targets = [
{ tex: gl.createTexture(), fb: gl.createFramebuffer() },
{ tex: gl.createTexture(), fb: gl.createFramebuffer() },
];
for (const rt of render_targets) {
gl.bindTexture(gl.TEXTURE_2D, rt.tex);
// Upload the image into the texture.
gl.texImage2D(
/* target */ gl.TEXTURE_2D,
/* level */ 0,
/* internalformat */ gl.RGBA,
/* width */ canvas_width ,
/* height */ canvas_height,
/* border, */ 0,
/* format, */ gl.RGBA,
/* type, */ gl.UNSIGNED_BYTE,
/* data */ null
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, rt.fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rt.tex, 0);
}
/* prebaked rt is bound */
const img_vbuf_pos = gl.createBuffer();
const img_vbuf_uv = gl.createBuffer();
const img_ibuf = gl.createBuffer();
{
const img_idx = [];
const img_pos = [];
const img_uv = [];
{
const min_x = 0;
const min_y = 0;
const max_x = texture_width;
const max_y = texture_height;
img_uv.push(
1, 0,
0, 0,
0, 1,
1, 1
);
const vbuf_i = img_pos.length / 3;
img_pos.push(max_x, min_y, 0.1);
img_pos.push(min_x, min_y, 0.1);
img_pos.push(min_x, max_y, 0.1);
img_pos.push(max_x, max_y, 0.1);
img_idx.push(vbuf_i + 0, vbuf_i + 1, vbuf_i + 2, vbuf_i + 2, vbuf_i + 3, vbuf_i + 0);
}
/* set up premultiplied alpha */
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
/* clear all */
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
/* shadow img pass (see color mask) */
function imgPass(u_mask_r, u_mask_g, u_mask_b, u_alpha_mask) {
gl.useProgram(shaders.img.program);
gl.enableVertexAttribArray(shaders.img.a_pos);
gl.enableVertexAttribArray(shaders.img.a_uv);
/* upload/bind atlas */
{
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(shaders.img.u_texture, 0);
}
gl.uniformMatrix4fv(shaders.img.u_matrix, false, pMatrix);
gl.uniform4f(shaders.img.u_mask, u_mask_r, u_mask_g, u_mask_b, u_alpha_mask);
/* upload/bind geometry */
{
gl.bindBuffer(gl.ARRAY_BUFFER, img_vbuf_pos);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(img_pos), gl.STATIC_DRAW);
gl.vertexAttribPointer(shaders.img.a_pos, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, img_vbuf_uv);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(img_uv), gl.STATIC_DRAW);
gl.vertexAttribPointer(shaders.img.a_uv, 2, gl.FLOAT, true, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, img_ibuf);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(img_idx), gl.STATIC_DRAW);
}
gl.drawElements(gl.TRIANGLES, img_idx.length, gl.UNSIGNED_SHORT, 0);
}
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
//imgPass(0.08, 0.2);
imgPass(1, 0, 0, 0.02);
/* blur time */
{
const passes = [
[render_targets[1].fb, render_targets[0].tex, [ 0, 10]],
[render_targets[0].fb, render_targets[1].tex, [ 9, 0]],
[render_targets[1].fb, render_targets[0].tex, [ 0, 8]],
[render_targets[0].fb, render_targets[1].tex, [ 7, 0]],
[render_targets[1].fb, render_targets[0].tex, [ 0, 6]],
[render_targets[0].fb, render_targets[1].tex, [ 5, 0]],
[render_targets[1].fb, render_targets[0].tex, [ 0, 4]],
[render_targets[0].fb, render_targets[1].tex, [ 3, 0]],
[render_targets[1].fb, render_targets[0].tex, [ 0, 2]],
[render_targets[0].fb, render_targets[1].tex, [ 1, 0]]
];
for (const [dst_fb, src_tex, dir] of passes) {
gl.bindFramebuffer(gl.FRAMEBUFFER, dst_fb);
gl.useProgram(shaders.fullscreen_blur.program);
gl.uniform2fv(shaders.fullscreen_blur.u_direction, [dir[0]*2, dir[1]*2]);
/* bind tex */
{
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, src_tex);
gl.uniform1i(shaders.fullscreen_blur.u_texture, 0);
}
gl.drawArrays(gl.TRIANGLE_FAN, 0, 3);
}
}
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
imgPass(0, 1, 1, 1);
}
gl.deleteBuffer(img_vbuf_pos);
gl.deleteBuffer(img_vbuf_uv );
gl.deleteBuffer(img_ibuf );
gl.deleteProgram(shaders.img.program);
gl.deleteShader(shaders.img.vs);
gl.deleteShader(shaders.img.fs);
gl.deleteProgram(shaders.fullscreen_blur.program);
gl.deleteShader(shaders.fullscreen_blur.vs);
gl.deleteShader(shaders.fullscreen_blur.fs);
gl.deleteFramebuffer(render_targets[0].fb);
gl.deleteFramebuffer(render_targets[1].fb);
gl.deleteTexture(render_targets[1].tex);
prebaked = render_targets[0].tex;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
return prebaked;
}
let shaders;
/* compile shaders */
{
const vs_geo = `
attribute vec3 a_pos;
attribute vec4 a_color;
uniform mat4 u_matrix;
varying vec4 v_color;
void main() {
gl_Position = u_matrix * vec4(a_pos.xyz, 1);
v_color = a_color;
}`;
const fs_geo = `
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = vec4(1.0 - v_color.xyz*0.35, 1.0);
}`;
const vs_grid = `#version 300 es
in vec3 a_pos;
in vec2 a_uv;
uniform mat4 u_matrix;
out vec2 v_uv;
void main() {
gl_Position = u_matrix * vec4(a_pos.xyz, 1);
v_uv = (a_uv - 0.5)*abs(a_pos.xy);
}`;
const fs_grid = `#version 300 es
precision mediump float;
in vec2 v_uv;
/* https://iquilezles.org/articles/filterableprocedurals/ */
const float N = 50.0; // grid ratio
float gridTextureGradBox(in vec2 p, in vec2 ddx, in vec2 ddy) {
// filter kernel
vec2 w = max(abs(ddx), abs(ddy)) + 0.01;
// analytic (box) filtering
vec2 a = p + 0.5*w;
vec2 b = p - 0.5*w;
vec2 i = (floor(a)+min(fract(a)*N,1.0)-
floor(b)-min(fract(b)*N,1.0))/(N*w);
//pattern
return (1.0-i.x)*(1.0-i.y);
}
out vec4 frag_color;
void main() {
// vec2 d = 1.0 - step(0.01, fract(v_uv*10.0));
// gl_FragColor = vec4(max(d.x, d.y));
float spotlight = 0.3 + 0.6*smoothstep(0.0, 0.1, 1.0 - length(v_uv)/5.5);
vec2 uv = (v_uv - 0.5) + 0.5/N;
float grid = gridTextureGradBox(uv, dFdx(uv), dFdy(uv));
frag_color = vec4(vec3(1.0 - 0.25*(1.0 - grid)), 1);
}`;
shaders = {
geo: createProgram(gl, vs_geo , fs_geo ),
grid: createProgram(gl, vs_grid, fs_grid),
}
}
const buf = {
geo_v_pos: gl.createBuffer(),
geo_v_color: gl.createBuffer(),
geo_i: gl.createBuffer(),
grid_v_pos: gl.createBuffer(),
grid_v_uv: gl.createBuffer(),
grid_i: gl.createBuffer(),
};
let input = {
pitch: Math.PI*0.25,
yaw: -Math.PI*0.25,
eye: [0, 0, 0, 1],
dampedEvent: { button: 0, movementX: 0, movementY: 0 },
cam_pivot_x: 0,
cam_pivot_y: 0,
cam_pivot_z: 0,
zoom: 10,
scroll: 0,
lmb_down: false,
lmb_clicked: false, /* true for a frame after down */
rmb_down: false,
mouse_x: 0,
mouse_y: 0,
}
{
const opts = { passive: false };
window.addEventListener('wheel', e => {
e.preventDefault();
if (input.mouse_down) return;
input.scroll += e.deltaY;
}, opts);
window.addEventListener('mousedown', ev => {
ev.preventDefault();
input.dampedEvent.button = ev.button ? 2 : 0;
if (ev.button == 0) input.lmb_down = true;
if (ev.button == 2) input.rmb_down = true;
}, opts);
window.addEventListener('mousemove', ev => {
ev.preventDefault();
if (input.lmb_down || input.rmb_down) {
input.dampedEvent.movementX += ev.movementX;
input.dampedEvent.movementY += ev.movementY;
}
input.mouse_x = ev.offsetX*window.devicePixelRatio;
input.mouse_y = ev.offsetY*window.devicePixelRatio;
}, opts);
window.addEventListener("contextmenu", ev => {
ev.preventDefault();
}, opts);
window.addEventListener('mouseup', ev => {
ev.preventDefault();
if (ev.button == 0) input.lmb_down = false;
if (ev.button == 2) input.rmb_down = false;
}, opts);
}
const ATLAS_RESOLUTION = 500;
const ATLAS_SHADOW_PAD = 100;
const ATLAS_SCREEN_SIZE_Y = 100;
const ATLAS_ASPECT_RATIO = 1.85; /* width = ATLAS_ASPECT_RATIO * size_y */
const ALIGN_LEFT = 0;
const ALIGN_CENTER = 1;
const SUBSHADER_TEXT = 0;
const SUBSHADER_IMAGE = 1;
const SUBSHADER_SOLID = 2;
/* higher number = prettier text using more VRAM */
const SDF_FONT_SIZE = 48;
class SensorRenderer {
constructor(gl) {
this.dynamic_scale = 32;
this.color0 = [1.00, 0.64, 0.00, 1];
this.color1 = [1.00, 1.00, 1.00, 1];
this.z = -0.2;
this.text_vbuf_pos = [];
this.text_vbuf_uv = [];
this.text_ibuf = [];
this.pMatrix = mat4_create();
/* maps character to location in spritesheet/font_atlas */
this.sdfs = {};
this.font_atlas = gl.createTexture();
this.buf = {
text_vbuf_pos: gl.createBuffer(),
text_vbuf_uv: gl.createBuffer(),
text_ibuf: gl.createBuffer()
};
/* compile shaders
*
* the sensor renderer takes an ubershader approach,
* because this makes transparency very simple. */
{
const vs_sensor = `#version 300 es
in vec3 a_pos;
in vec2 a_texcoord;
uniform mat4 u_matrix;
uniform vec2 u_texsize;
out vec2 v_texcoord;
flat out int v_variant;
void main() {
v_variant = int(a_pos.z);
switch (v_variant&3) {
case ${SUBSHADER_TEXT}: {
gl_Position = u_matrix * vec4(a_pos.xy, 0, 1);
v_texcoord = a_texcoord / u_texsize;
} break;
case ${SUBSHADER_SOLID}:
case ${SUBSHADER_IMAGE}: {
gl_Position = u_matrix * vec4(a_pos.xy, 0.0, 1.0);
v_texcoord = a_texcoord;
} break;
}
}`;
const fs_sensor = `#version 300 es
precision mediump float;
uniform sampler2D u_tex_font;
uniform sampler2D u_tex_atlas;
uniform vec4 u_color0;
uniform vec4 u_color1;
uniform float u_buffer;
uniform float u_gamma;
in vec2 v_texcoord;
flat in int v_variant;
out vec4 frag_color;
void main() {
bool selected = (v_variant&4) == 4;
switch (v_variant&3) {
case ${SUBSHADER_TEXT}: {
/* TEXT's colors are flipped vs. IMAGE */
vec4 color = selected ? u_color1 : u_color0;
float dist = texture(u_tex_font, v_texcoord).r;
float alpha = smoothstep(u_buffer - u_gamma, u_buffer + u_gamma, dist);
frag_color = color * alpha;
} break;
case ${SUBSHADER_IMAGE}: {
vec4 major_color = selected ? u_color0 : u_color1;
vec4 minor_color = selected ? u_color1 : u_color0;
vec4 sampled = texture(u_tex_atlas, v_texcoord);
frag_color = vec4(0.0, 0.0, 0.0, sampled.r);
frag_color += major_color * sampled.g;
frag_color += minor_color * sampled.b;
} break;
case ${SUBSHADER_SOLID}: {
frag_color = vec4(0.0, 0.0, 0.0, 0.3);
} break;
}
}`;
this.shaders = {
sensor: createProgram(gl, vs_sensor, fs_sensor),
}
}
this.image_atlas = gl.createTexture();
let atlas_size_x, atlas_size_y;
{
const canvas = document.createElement("canvas");
const size_x = ATLAS_RESOLUTION * ATLAS_ASPECT_RATIO;
const size_y = ATLAS_RESOLUTION; /* between two textures in atlas */
atlas_size_x = canvas.width = size_x;
atlas_size_y = canvas.height = (size_y + ATLAS_SHADOW_PAD)*3.25;
const ctx = canvas.getContext("2d");
const TRI_HEIGHT = 0.22 * ATLAS_RESOLUTION;
const TRI_WIDTH = 0.32 * ATLAS_RESOLUTION;
const TRI_RADIUS = 0.05 * ATLAS_RESOLUTION;
const TRI_ARC = 0.5; /* radians */
const CORNER_RADIUS = (size_y - TRI_HEIGHT)*0.5;
function bubble(kind) {
ctx.fillStyle = "rgb(255, 255, 0)";
const q = Math.PI*0.5;
{
ctx.beginPath();
const x = size_x * 0.5;
const y = size_y * 0.5;
const cx = x - CORNER_RADIUS;
const cy = y - CORNER_RADIUS - TRI_HEIGHT;
/* four corners:
* ctx.arc(x + cx, y + cy, CORNER_RADIUS, 0, q);
* ctx.arc(x - cx, y + cy, CORNER_RADIUS, q, q*2);
* ctx.arc(x - cx, y - cy - TRI_HEIGHT, CORNER_RADIUS, q*2, q*3);
* ctx.arc(x + cx, y - cy - TRI_HEIGHT, CORNER_RADIUS, q*3, q*4);
*/
ctx.arc(x - cx, y - TRI_HEIGHT*0.5, CORNER_RADIUS, q*1, q*3);
ctx.arc(x + cx, y - TRI_HEIGHT*0.5, CORNER_RADIUS, q*3, q*1);
ctx.fill();
}
/* tail */
if (kind != 1) {
ctx.beginPath();
ctx.moveTo(size_x*0.5 + TRI_WIDTH*0.5, size_y - TRI_HEIGHT);
ctx. arc(size_x*0.5 , size_y - TRI_RADIUS, TRI_RADIUS,
-TRI_ARC+q,
TRI_ARC+q);
ctx.lineTo(size_x*0.5 - TRI_WIDTH*0.5, size_y - TRI_HEIGHT);
ctx.fill();
}
/* right rounded rectangle */
if (kind == 2) {
ctx.beginPath();
ctx.arc(650, 200, 100, q, -q);
ctx.arc(750, 200, 100, -q, q);
ctx.fillStyle = "rgb(0, 0, 255)";
ctx.fill();
}
/* left circle */
{
ctx.beginPath();
ctx.arc(180, 200, 110, 0, Math.PI*2);
ctx.fillStyle = "rgb(0, 0, 255)";
ctx.fill();
}
}
bubble(0);
ctx.translate(0, atlas_size_y/3 + ATLAS_SHADOW_PAD*0.68);
bubble(1);
ctx.translate(0, atlas_size_y/3 + ATLAS_SHADOW_PAD*0.68);
bubble(2);
gl.bindTexture(gl.TEXTURE_2D, this.image_atlas);
gl.texImage2D(
/* target */ gl.TEXTURE_2D,
/* level */ 0,
/* internalformat */ gl.RGBA,
/* width */ canvas.width,
/* height */ canvas.height,
/* border, */ 0,
/* format, */ gl.RGBA,
/* type, */ gl.UNSIGNED_BYTE,
/* data */ canvas
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
if (ATLAS_SHADOW_PAD > 0) {
const shadowed = shadowForTexture(
this.image_atlas,
atlas_size_x,
atlas_size_y,
ATLAS_SHADOW_PAD
)
gl.deleteTexture(this.image_atlas);
this.image_atlas = shadowed;
gl.viewport(
0,
0,
gl.canvas.width,
gl.canvas.height
);
}
/* generated by shadowForTexture or not, we want to generate mips now */
{
gl.bindTexture(gl.TEXTURE_2D, this.image_atlas);
/* using mips here is lowkey dumb and we could just keep it fixed size,
* but i forgot how bad antialiasing is for stuff you render with canvas ...
* might go back to the SDF i had to generate the speech bubble ...*/
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
}
/* mapbox's TinySDF - https://github.com/mapbox/tiny-sdf */
let TinySDF;
{
const INF = 1e20;
class _TinySDF {
constructor({
fontSize = 24,
buffer = 3,
radius = 8,
cutoff = 0.25,
fontFamily = 'sans-serif',
fontWeight = 'normal',
fontStyle = 'normal'
} = {}) {
this.buffer = buffer;
this.cutoff = cutoff;
this.radius = radius;
// make the canvas size big enough to both have the specified buffer around the glyph
// for "halo", and account for some glyphs possibly being larger than their font size
const size = this.size = fontSize + buffer * 4;
const canvas = this._createCanvas(size);
const ctx = this.ctx = canvas.getContext('2d', {willReadFrequently: true});
ctx.font = `${fontStyle} ${fontWeight} ${fontSize}px ${fontFamily}`;
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left'; // Necessary so that RTL text doesn't have different alignment
ctx.fillStyle = 'black';
// temporary arrays for the distance transform
this.gridOuter = new Float64Array(size * size);
this.gridInner = new Float64Array(size * size);
this.f = new Float64Array(size);
this.z = new Float64Array(size + 1);
this.v = new Uint16Array(size);
}
_createCanvas(size) {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = size;
return canvas;
}
draw(char) {
const {
width: glyphAdvance,
actualBoundingBoxAscent,
actualBoundingBoxDescent,
actualBoundingBoxLeft,
actualBoundingBoxRight
} = this.ctx.measureText(char);
// The integer/pixel part of the top alignment is encoded in metrics.glyphTop
// The remainder is implicitly encoded in the rasterization
const glyphTop = Math.ceil(actualBoundingBoxAscent);
const glyphLeft = 0;
// If the glyph overflows the canvas size, it will be clipped at the bottom/right
const glyphWidth = Math.max(0, Math.min(this.size - this.buffer, Math.ceil(actualBoundingBoxRight - actualBoundingBoxLeft)));
const glyphHeight = Math.min(this.size - this.buffer, glyphTop + Math.ceil(actualBoundingBoxDescent));
const width = glyphWidth + 2 * this.buffer;
const height = glyphHeight + 2 * this.buffer;
const len = Math.max(width * height, 0);
const data = new Uint8ClampedArray(len);
const glyph = {data, width, height, glyphWidth, glyphHeight, glyphTop, glyphLeft, glyphAdvance};
if (glyphWidth === 0 || glyphHeight === 0) return glyph;
const {ctx, buffer, gridInner, gridOuter} = this;
ctx.clearRect(buffer, buffer, glyphWidth, glyphHeight);
ctx.fillText(char, buffer, buffer + glyphTop);
const imgData = ctx.getImageData(buffer, buffer, glyphWidth, glyphHeight);
// Initialize grids outside the glyph range to alpha 0
gridOuter.fill(INF, 0, len);
gridInner.fill(0, 0, len);
for (let y = 0; y < glyphHeight; y++) {
for (let x = 0; x < glyphWidth; x++) {
const a = imgData.data[4 * (y * glyphWidth + x) + 3] / 255; // alpha value
if (a === 0) continue; // empty pixels
const j = (y + buffer) * width + x + buffer;
if (a === 1) { // fully drawn pixels
gridOuter[j] = 0;
gridInner[j] = INF;
} else { // aliased pixels
const d = 0.5 - a;
gridOuter[j] = d > 0 ? d * d : 0;
gridInner[j] = d < 0 ? d * d : 0;
}
}
}
edt(gridOuter, 0, 0, width, height, width, this.f, this.v, this.z);
edt(gridInner, buffer, buffer, glyphWidth, glyphHeight, width, this.f, this.v, this.z);
for (let i = 0; i < len; i++) {
const d = Math.sqrt(gridOuter[i]) - Math.sqrt(gridInner[i]);
data[i] = Math.round(255 - 255 * (d / this.radius + this.cutoff));
}
return glyph;
}
}
// 2D Euclidean squared distance transform by Felzenszwalb & Huttenlocher https://cs.brown.edu/~pff/papers/dt-final.pdf
function edt(data, x0, y0, width, height, gridSize, f, v, z) {
for (let x = x0; x < x0 + width; x++) edt1d(data, y0 * gridSize + x, gridSize, height, f, v, z);
for (let y = y0; y < y0 + height; y++) edt1d(data, y * gridSize + x0, 1, width, f, v, z);
}
// 1D squared distance transform
function edt1d(grid, offset, stride, length, f, v, z) {
v[0] = 0;
z[0] = -INF;
z[1] = INF;
f[0] = grid[offset];
for (let q = 1, k = 0, s = 0; q < length; q++) {
f[q] = grid[offset + q * stride];
const q2 = q * q;
do {
const r = v[k];
s = (f[q] - f[r] + q2 - r * r) / (q - r) / 2;
} while (s <= z[k] && --k > -1);
k++;
v[k] = q;
z[k] = s;
z[k + 1] = INF;
}
for (let q = 0, k = 0; q < length; q++) {
while (z[k + 1] < q) k++;
const r = v[k];
const qr = q - r;
grid[offset + q * stride] = f[r] + qr * qr;
}
}
TinySDF = _TinySDF;
}
const FONT_SIZE = 40;
const FONT_NAME = "GraphLabelFont";
const font = new FontFace(
FONT_NAME,
"url(AvenirNext_Variable.ttf)",
{ weight: "bold" }
);
/* invoke now-established TinySDF in a for loop to make the font atlas */
return font.load().then(() => {
document.fonts.add(font);
/* use tiny sdf + a for loop to get a texture atlas canvas */
let sdfImage;
{
const chars = ' abcdefghijklmnopqrstuvwxyzZABCDEFGHIJKLMNOPQRSTUVWXYZ!@#$%^&*()1234567890<,>./?;:\'"\\|{}[]°+';
const fontCanvas = document.createElement('canvas');
fontCanvas.width = fontCanvas.height = 1024
const ctx = fontCanvas.getContext('2d');
// Convert alpha-only to RGBA so we can use `putImageData` for building the composite bitmap
function makeRGBAImageData(alphaChannel, width, height) {
const imageData = ctx.createImageData(width, height);
for (let i = 0; i < alphaChannel.length; i++) {
imageData.data[4 * i + 0] = alphaChannel[i];
imageData.data[4 * i + 1] = alphaChannel[i];
imageData.data[4 * i + 2] = alphaChannel[i];
imageData.data[4 * i + 3] = 255;
}
return imageData;
}
const charWidths = Array.from({ length: chars.length }, _ => 0);
ctx.clearRect(0, 0, fontCanvas.width, fontCanvas.height);
const fontSize = +SDF_FONT_SIZE;
const buffer = Math.ceil(fontSize / 8);
const radius = Math.ceil(fontSize / 3);
const sdf = new TinySDF({fontSize, buffer, radius, fontFamily: FONT_NAME });
const size = fontSize + buffer * 2;
const now = performance.now();
let i = 0;
for (let y = 0; y + size <= fontCanvas.height && i < chars.length; y += size) {
for (let x = 0; x + size <= fontCanvas.width && i < chars.length; x += size) {
const glyph = sdf.draw(chars[i]);
const {data, width, height} = glyph;
delete glyph.data;
this.sdfs[chars[i]] = { x, y, glyph };
ctx.putImageData(makeRGBAImageData(data, width, height), x, y);
i++;
}
}
console.log(`${i} characters (${fontSize}px, with ${buffer}px buffer) rendered in ${Math.round(performance.now() - now)}ms.`)
sdfImage = ctx.getImageData(0, 0, fontCanvas.width, fontCanvas.height);
}
/* upload that canvas to a texture */
{
gl.useProgram(this.shaders.sensor.program);
gl.enableVertexAttribArray(this.shaders.sensor.a_pos);
gl.enableVertexAttribArray(this.shaders.sensor.a_texcoord);
const sdfBytes = new Uint8Array(sdfImage.data)
gl.bindTexture(gl.TEXTURE_2D, this.font_atlas);
gl.texImage2D(
/* target */ gl.TEXTURE_2D,
/* level */ 0,
/* internalformat */ gl.RGBA,
/* width */ sdfImage.width,
/* height */ sdfImage.height,
/* border, */ 0,
/* format, */ gl.RGBA,
/* type, */ gl.UNSIGNED_BYTE,
/* data */ sdfBytes
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.uniform2f(this.shaders.sensor.u_texsize, sdfImage.width, sdfImage.height);
}