webgl2-sdf 0.0.6 → 0.0.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +56 -45
- package/browser/index.min.js +1 -1
- package/node/debug-shaders.d.ts +9 -0
- package/node/debug-shaders.js +28 -0
- package/node/debug-shaders.js.map +1 -0
- package/node/generate-sdf.d.ts +80 -9
- package/node/generate-sdf.js +91 -20
- package/node/generate-sdf.js.map +1 -1
- package/node/main-program.d.ts +2 -1
- package/node/main-program.js +19 -15
- package/node/main-program.js.map +1 -1
- package/node/prepare-buffers.js +21 -18
- package/node/prepare-buffers.js.map +1 -1
- package/node/shaders/fragment.d.ts +4 -2
- package/node/shaders/fragment.js +89 -57
- package/node/shaders/fragment.js.map +1 -1
- package/node/svg/get-paths-from-str.d.ts +1 -0
- package/node/svg/get-paths-from-str.js +1 -0
- package/node/svg/get-paths-from-str.js.map +1 -1
- package/node/svg/path-data-polyfill/source.d.ts +0 -1
- package/node/svg/path-data-polyfill/source.js +0 -2
- package/node/svg/path-data-polyfill/source.js.map +1 -1
- package/node/svg/path-state.d.ts +0 -1
- package/node/webgl-utils/get-web-gl-context.js +3 -0
- package/node/webgl-utils/get-web-gl-context.js.map +1 -1
- package/package.json +1 -1
- package/src/debug-shaders.ts +2 -2
- package/src/generate-sdf.ts +116 -31
- package/src/main-program.ts +38 -21
- package/src/prepare-buffers.ts +24 -21
- package/src/shaders/fragment.ts +96 -59
- package/src/svg/get-paths-from-str.ts +1 -0
- package/src/svg/path-data-polyfill/source.ts +0 -2
- package/src/svg/path-state.ts +0 -1
- package/src/webgl-utils/get-web-gl-context.ts +5 -0
package/README.md
CHANGED
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@@ -9,8 +9,6 @@ of bezier curves (lines, quadratics, cubics), typically some closed shape(s).
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* *dozens of times faster* than [webgl-sdf-generator](https://github.com/lojjic/webgl-sdf-generator) for real-time (60+ fps)
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applications even on slow on-board GPUs
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* drop-in replacement for [webgl-sdf-generator](https://github.com/lojjic/webgl-sdf-generator) with a few additional options
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-
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The bezier curves can be given in raw form or as an SVG path string (except, arcs are
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not supported yet).
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@@ -23,7 +21,7 @@ npm install webgl2-sdf
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```
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## How so fast?
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Two basic concepts
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Two basic concepts are used:
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* *dynamically* split the bezier curves into line segments up to a specified
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accuracy - reduces the number of line segments to check
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* divide and pre-filter the number of curve segments within the cells of
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@@ -33,58 +31,71 @@ calculation
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## Usage
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```typescript
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import { getWebGlContext,
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import { getWebGlContext, generateSdf } from "webgl2-sdf";
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const { width: canvasWidth, height: canvasHeight } = canvas.getBoundingClientRect();
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// The first call to `getWebGlContext` caches some context, e.g. compiled shader
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// programs, etc., subsequent calls simply uses the existing cache.
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const glContext = getWebGlContext(gl!);
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const someShape =
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`
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M 0 0
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L 100 0
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L 100 100
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C 50 100 0 50 0 0
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z
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`;
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try {
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generateSdf(
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glContext!,
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someShape,
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canvasWidth, // width (of drawing area)
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canvasHeight, // height (of drawing area)
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[-50, -50, 150, 150], // viewBox
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100, // max sdf distance
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1, // TODO
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true, // include inside
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true, // include outside
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0, // canvas x coordinate
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0, // canvas y coordinate
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0, // channel // TODO
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function drawSdf() {
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const gl: WebGL2RenderingContext = canvas.getContext(
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'webgl2',
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{
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depth: false, stencil: false, antialias: false,
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premultipliedAlpha: false
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}
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);
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const { width: canvasWidth, height: canvasHeight } = canvas.getBoundingClientRect();
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// The first call to `getWebGlContext` caches some context, e.g. compiled shader
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// programs, etc., subsequent calls simply uses the existing cache.
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const glContext = getWebGlContext(gl!);
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// Optional...
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glContext.onContextLoss = onContextLoss;
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const someShape =
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`
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M 0 0
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L 100 0
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L 100 100
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C 50 100 0 50 0 0
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`;
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try {
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generateSdf(
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glContext!,
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someShape,
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canvasWidth, // width (of drawing area)
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canvasHeight, // height (of drawing area)
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[-50, -50, 150, 150], // viewBox
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100, // max sdf distance
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1, // TODO
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true, // include inside
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true, // include outside
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0, // canvas x coordinate
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0, // canvas y coordinate
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0, // channel // TODO
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);
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} catch (e) {
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console.log(e);
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}
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}
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function onContextLoss(event: Event) {
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// ... do somethin when context is lost, most likely by re-establishing a new context
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console.log(event);
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}
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// At the end, **only after you know you'll never call `generateIntoFramebuffer`
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// again on the same `WebGL2RenderingContext`**
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freeGlContext(glContext); // dispose of textures, buffers, shaders, programs, etc.
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// freeGlContext(glContext); // dispose of textures, buffers, shaders, programs, etc.
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```
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## Recommendations
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When calling `generateIntoFramebuffer
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When calling `generateIntoFramebuffer`:
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* ensure the drawing `width` and `height` has the same aspect ratio as the viewbox
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else the image will be squashed / stretched
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* the `viewbox` is given as `[x1,y1,x2,y2]` and *not* as `[x,y,width,height]` as in SVG
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package/browser/index.min.js
CHANGED
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@@ -1 +1 @@
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1
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const n=32,e={};function t(n,e,t){const r=n.createShader(t);return n.shaderSource(r,e),n.compileShader(r),r}function r(n,e,t){const{gl:r,textures:o}=n;r.activeTexture(r.TEXTURE0+e);let s=o[t];return s?r.bindTexture(r.TEXTURE_2D,s.tex):(s=o[t]={tex:r.createTexture()},r.bindTexture(r.TEXTURE_2D,s.tex),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_MIN_FILTER,r.NEAREST),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_MAG_FILTER,r.NEAREST),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_WRAP_S,r.CLAMP_TO_EDGE),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_WRAP_T,r.CLAMP_TO_EDGE)),s}const{BYTE:o,UNSIGNED_BYTE:s,SHORT:i,UNSIGNED_SHORT:c,INT:l,UNSIGNED_INT:u,FLOAT:a,HALF_FLOAT:d,INT_2_10_10_10_REV:f,UNSIGNED_INT_2_10_10_10_REV:g}=WebGL2RenderingContext;function h(n){return(e,t,r)=>{const{gl:o,uniformBlocks:s,program:i}=n;let c=s[e];if(void 0===s[e]){const n=o.getUniformBlockIndex(i,e);o.uniformBlockBinding(i,n,t);const r=o.createBuffer();o.bindBuffer(o.UNIFORM_BUFFER,r),c={blockName:e,blockIndex:n,buf:r},s[e]=c}else o.bindBuffer(o.UNIFORM_BUFFER,c.buf);const{buf:l}=c;o.bufferData(o.UNIFORM_BUFFER,r,o.STATIC_DRAW),o.bindBufferBase(o.UNIFORM_BUFFER,t,l)}}function x(n){const e=n[0][0],t=n[0][1];for(let r=1;r<n.length;r++)if(e!==n[r][0]||t!==n[r][1])return!1;return!0}function I(n,e){if(0===e)return n[0];if(1===e)return n[n.length-1];if(4===n.length){const[[t,r],[o,s],[i,c],[l,u]]=n,a=t+(o-t)*e,d=o+(i-o)*e,f=a+(d-a)*e,g=r+(s-r)*e,h=s+(c-s)*e,x=g+(h-g)*e;return[f+(d+(i+(l-i)*e-d)*e-f)*e,x+(h+(c+(u-c)*e-h)*e-x)*e]}if(3===n.length){const[[t,r],[o,s],[i,c]]=n,l=t+(o-t)*e,u=r+(s-r)*e;return[l+(o+(i-o)*e-l)*e,u+(s+(c-s)*e-u)*e]}if(2===n.length){const[[t,r],[o,s]]=n;return[t+(o-t)*e,r+(s-r)*e]}if(1===n.length)return n[0];throw new Error("The given bezier curve must be of order <= 3.")}const{sqrt:_}=Math;function p(n,e){const t=n[0],r=n[1],o=e[0],s=e[1],i=r-s,c=o-t,l=t*s-o*r,u=_(i*i+c*c);return function(n){const e=n[0],o=n[1];return 0!==u?(i*e+c*o+l)/u:_((e-t)**2+(o-r)**2)}}{const n=[10,1];p([6,2],[6,2])(n)}function v(n,e,t){if(4===n.length)return function(n,e,t){return 0===e?1===t?n:function(n,e){const t=n[0],r=n[1],o=n[2],s=n[3],i=t[0],c=t[1],l=r[0],u=r[1],a=o[0],d=o[1],f=i-e*(i-l),g=l-e*(l-a),h=f-e*(f-g),x=c-e*(c-u),I=u-e*(u-d),_=x-e*(x-I);return[t,[f,x],[h,_],[h-e*(h-(g-e*(g-(a-e*(a-s[0]))))),_-e*(_-(I-e*(I-(d-e*(d-s[1])))))]]}(n,t):1===t?function(n,e){const t=n[0],r=n[1],o=n[2],s=n[3],i=t[0],c=t[1],l=r[0],u=r[1],a=o[0],d=o[1],f=i-e*(i-l),g=l-e*(l-a),h=a-e*(a-s[0]),x=f-e*(f-g),I=g-e*(g-h),_=c-e*(c-u),p=u-e*(u-d),v=d-e*(d-s[1]),m=_-e*(_-p),C=p-e*(p-v);return[[x-e*(x-I),m-e*(m-C)],[I,C],[h,v],s]}(n,e):function(n,e,t){const r=n[0],o=n[1],s=n[2],i=n[3],c=r[0],l=r[1],u=o[0],a=o[1],d=s[0],f=s[1],g=e*e,h=e*g,x=t*t,I=t*x,_=e*t,p=c-u,v=d-u,m=p+v,C=e*p,S=t*p,R=i[0]-c-3*v,E=l-a,T=f-a,b=E+T,w=e*E,A=t*E,P=i[1]-l-3*T;return[[h*R+(3*e*(e*m-p)+c),h*P+(3*e*(e*b-E)+l)],[_*(e*R+2*m)+(g*m+c-(S+2*C)),_*(e*P+2*b)+(g*b+l-(A+2*w))],[_*(t*R+2*m)+(x*m+c-(2*S+C)),_*(t*P+2*b)+(x*b+l-(2*A+w))],[I*R+(3*t*(t*m-p)+c),I*P+(3*t*(t*b-E)+l)]]}(n,e,t)}(n,e,t);if(3===n.length)return function(n,e,t){return 0===e?1===t?n:function(n,e){const t=n[0],r=n[1],o=n[2],s=t[0],i=t[1],c=r[0],l=r[1],u=e*e,a=s-c,d=i-l;return[t,[-e*a+s,-e*d+i],[u*(a+(o[0]-c))-(2*e*a-s),u*(d+(o[1]-l))-(2*e*d-i)]]}(n,t):1===t?function(n,e){const t=n[0],r=n[1],o=n[2],s=t[0],i=t[1],c=r[0],l=r[1],u=e*e,a=s-c,d=o[0]-c,f=i-l,g=o[1]-l;return[[u*(a+d)-(2*e*a-s),u*(f+g)-(2*e*f-i)],[e*d+c,e*g+l],o]}(n,e):function(n,e,t){const r=n[0],o=n[1],s=n[2],i=r[0],c=r[1],l=o[0],u=o[1],a=e*e,d=t*t,f=e*t,g=i-l,h=g+(s[0]-l),x=c-u,I=x+(s[1]-u);return[[a*h-(2*e*g-i),a*I-(2*e*x-c)],[f*h-(g*(t+e)-i),f*I-(x*(t+e)-c)],[d*h-(2*t*g-i),d*I-(2*t*x-c)]]}(n,e,t)}(n,e,t);throw new Error("The given bezier curve must be of order 2 or 3.")}function m(n,e){return[e[0]-n[0],e[1]-n[1]]}function C(n,e){return n[0]*e[0]+n[1]*e[1]}function S(n){const e=m(n[0],n[1]),t=m(n[1],n[3]),r=m(n[3],n[0]),o=m(n[0],n[2]),s=m(n[2],n[3]);return C(r,e)>0||C(t,r)>0||C(r,o)>0||C(s,r)>0}const{abs:R,max:E}=Math;function T(n){const e=p(n[0],n[3]),t=e(n[1]),r=e(n[2]);return(t*r<=0?4/9:3/4)*E(R(t),R(r))}function b(n){const e=m(n[0],n[1]),t=m(n[1],n[2]),r=m(n[2],n[0]);return C(r,e)>0||C(t,r)>0}const{abs:w}=Math;function A(n){if(n[0][0]===n[1][0]&&n[0][1]===n[1][1])return 0;const e=I(n,.5),t=p(n[0],n[2]);return w(t(e))}function P(n){const e=3===n.length?function(n){const e=[0],t=[1];for(;;){const 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s=0;s<n.length;s++){const i=n[s],c=i.type.toLowerCase();if(e.vals=i.values,i.type===c)if("v"===c)e.vals[0]+=e.p[1];else if("a"===c)e.vals[5]+=e.p[0],e.vals[6]+=e.p[1];else for(let n=0;n<e.vals.length;n++)e.vals[n]+=e.p[n%2];if("m"===c){o.length&&("z"!==r&&o.push(z(e)),t.push(o),o=[]),e.initialPoint=e.p=e.vals,r=c;continue}const l=W[c];if(!l)throw new Error("Invalid SVG - command not recognized.");const u=l(e);e.p=u[u.length-1],o.push(u),r=c}return o.length>0&&("z"!==r&&o.push(z(e)),t.push(o)),t}(function(n){if(!n.length)return[];const e=new Z(n),t=[];if(!e.initialCommandIsMoveTo())throw new Error("Path must start with m or M");for(;e.hasMoreData();)t.push(e.parseSegment());return t}(o)):o;let I=1;if(s/i>4){const n=s/4;I=n/i,i=n}const _=i/n,p=K(s,i),v=$(s/_),m=2*$(J(l,p)/_/2),C=function(n,e,r,o){const{gl:s,programs:i}=n;if(i[e])return i[e];const c=s.createProgram(),l=t(s,"#version 300 es\n\nprecision highp float;\n\nuniform vec2 uWidthHeight;\nin vec2 aUV;\nin ivec2 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s.attachShader(c,l),s.attachShader(c,u),s.linkProgram(c),i[e]={gl:s,program:c,attributes:{},uniforms:{},uniformBlocks:{},vertexShader:l,fragmentShader:u},i[e]}(r,`main${v}-${m}`,0,function(t,r){const o=e[1024*t+r];if(void 0!==o)return o;const s=`#version 300 es\n\nprecision highp float;\n\nuniform float uMaxDistance;\nuniform float uExponent;\nuniform highp sampler2D uSegs;\nuniform highp isampler2D uCloseCellIdxs;\nuniform highp isampler2D uCrossCellIdxs;\nuniform int uIncl; // bit 0 -> incl inside, bit 1 -> incl outside\n\nuniform SegIdxRangePerCellBlock {\n ivec4 uSegIdxRangePerCell[${(n+2*r)*(t+2*r)/2}];\n};\nuniform SegIdxRangePerStripBlock {\n ivec4 uSegIdxRangePerStrip[16];\n};\n\nin vec2 vXY;\nflat in int instanceId;\nflat in ivec2 closeCellIdxRange;\nflat in ivec2 crossCellIdxRange;\nout vec4 FragColor;\n\n\nfloat absDistToSegment(vec2 point, vec2 lineA, vec2 lineB) {\n vec2 lineDir = lineB - lineA;\n float lenSq = dot(lineDir, lineDir);\n float t = clamp(dot(point - lineA, lineDir) / lenSq, 0.0, 1.0);\n vec2 linePt = lineA + t * lineDir;\n\n return distance(point, linePt);\n}\n\n\nvoid main() {\n ///////////////////////////////////////////////////////////////////////////\n // Project a ray to the left to check if it crosses the segment in order\n // to find the fragment's winding number to determine whether fragment\n // is inside or outside the shape.\n\n int crossIdxS = crossCellIdxRange.x;\n int crossLen = crossCellIdxRange.y;\n float winds = 0.0;\n // Iterate over all relevant cell indexes\n for (int i = crossIdxS; i < crossIdxS + crossLen; i++) {\n int crossIdx = texelFetch(uCrossCellIdxs, ivec2(i%256, i/256), 0).x;\n\n bool isEven = crossIdx % 2 == 0;\n\n ivec4 uSegIdxRange = uSegIdxRangePerCell[crossIdx / 2];\n int segIdx = isEven ? uSegIdxRange.x : uSegIdxRange.z;\n int segLen = isEven ? uSegIdxRange.y : uSegIdxRange.w;\n\n for (int j = segIdx; j < segIdx + segLen; j++) {\n // Fetch segment from texture\n vec4 seg = texelFetch(uSegs, ivec2(j, 0), 0);\n\n // line segment's min-y is excluded\n bool crossing =\n (seg.y > vXY.y != seg.w > vXY.y) &&\n (vXY.x > (seg.z - seg.x)*(vXY.y - seg.y) / (seg.w - seg.y) + seg.x);\n\n bool crossingUp = seg.y < seg.w;\n\n winds += crossing ? (crossingUp ? 1.0 : -1.0) : 0.0;\n }\n }\n\n {\n bool isEven = (instanceId % 32) % 2 == 0;\n\n ivec4 uSegIdxRange = uSegIdxRangePerStrip[(instanceId % 32) / 2];\n int segIdx = isEven ? uSegIdxRange.x : uSegIdxRange.z;\n int segLen = isEven ? uSegIdxRange.y : uSegIdxRange.w;\n\n for (int j = segIdx; j < segIdx + segLen; j++) {\n // Fetch segment from texture\n vec4 seg = texelFetch(uSegs, ivec2(j, 0), 0);\n\n // line segment's min-y is excluded\n bool crossing =\n (seg.y > vXY.y != seg.w > vXY.y) &&\n (vXY.x > (seg.z - seg.x)*(vXY.y - seg.y) / (seg.w - seg.y) + seg.x);\n\n bool crossingUp = seg.y < seg.w;\n\n winds += crossing ? (crossingUp ? 1.0 : -1.0) : 0.0;\n }\n }\n\n\n bool inside = winds != 0.0;\n ///////////////////////////////////////////////////////////////////////////\n\n ///////////////////////////////////////////////////////////////////////////\n float res = 1.0; // sdf result\n\n if ((inside && (uIncl % 2 != 0)) || (!inside && (uIncl > 1))) {\n int cellIdxS = closeCellIdxRange.x;\n int cellLen = closeCellIdxRange.y;\n // Iterate over all relevant cell indexes\n for (int i = cellIdxS; i < cellIdxS + cellLen; i++) {\n int cellIdx = texelFetch(uCloseCellIdxs, ivec2(i%256, i/256), 0).x;\n\n bool isEven = cellIdx % 2 == 0;\n ivec4 uSegIdxRange = uSegIdxRangePerCell[cellIdx / 2];\n int segIdx = isEven ? uSegIdxRange.x : uSegIdxRange.z;\n int segLen = isEven ? uSegIdxRange.y : uSegIdxRange.w;\n\n for (int j = segIdx; j < segIdx + segLen; j++) {\n // Fetch segment from texture\n vec4 seg = texelFetch(uSegs, ivec2(j, 0), 0);\n\n // Find unsigned distance to the segment; only the nearest will be kept\n float d = absDistToSegment(vXY, seg.xy, seg.zw);\n // Apply exponential transform TODO\n // val = pow(1.0 - clamp(d / uMaxDistance, 0.0, 1.0), uExponent) * 0.5;\n float val = clamp(d / uMaxDistance, 0.0, 1.0);\n res = min(res, val);\n }\n }\n }\n ///////////////////////////////////////////////////////////////////////////\n\n // DEBUG!\n // float alpha = ((instanceId + instanceId/32) % 2 == 0 ? 0.3 : 0.5);\n float alpha = res == 1.0 ? 0.0 : 0.5;\n\n float red = inside ? 0.2 : 0.8;\n float green = abs(sin(50.0 * res));\n float blue = 0.5;\n // float alpha = inside ? 0.5 : 0.0;\n\n FragColor = vec4(red, green, blue, alpha);\n}\n`;return e[1024*t+r]=s,s}(v,m)),{gl:S}=r;if(S.useProgram(C.program),V(r,C,x,c,l,u,f,g,s,i,v,_,a,d,m,I),Math.random()>.995){const n=S.getExtension("WEBGL_lose_context");n&&n.loseContext()}}function en(n){if(void 0===n)return;const{gl:e,programs:t,textures:r}=n;for(let n in t){const{attributes:r,fragmentShader:o,vertexShader:s,uniformBlocks:i,program:c}=t[n];for(let n in i){const{buf:t}=i[n];e.deleteBuffer(t)}for(let n in r){const{buf:t}=r[n];e.deleteBuffer(t)}e.deleteShader(o),e.deleteShader(s),e.deleteProgram(c)}for(let n in r){const{tex:t}=r[n];e.deleteTexture(t)}}const tn=new WeakMap;function rn(n){{const e=tn.get(n);if(e)return e}const e={},t={},r={gl:n,textures:t,programs:e};return n.canvas.addEventListener("webglcontextlost",o=>{on(e),on(t),tn.delete(n),r.onContextLoss?.(o)},!1),tn.set(n,r),r}function on(n){Object.keys(n).forEach(e=>{delete n[e]})}export{en as freeGlContext,nn as generateSdf,rn as getWebGlContext};
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1
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+
const n=32,e="#version 300 es\n\nprecision highp float;\n\nuniform vec2 uWidthHeight;\nin vec2 aUV;\nin ivec2 aCloseCellIdxRangePerCell;\nin ivec2 aCrossIdxRangePerCell;\nout vec2 vXY;\nflat out int instanceId;\nflat out ivec2 closeCellIdxRange;\nflat out ivec2 crossCellIdxRange;\n\n\nvoid main() {\n instanceId = gl_InstanceID;\n closeCellIdxRange = aCloseCellIdxRangePerCell;\n crossCellIdxRange = aCrossIdxRangePerCell;\n\n // drawn column-by-column\n float i = float(instanceId / 32); // column index\n float j = float(instanceId % 32); // row index\n\n vec2 trans = vec2(\n i / float(32),\n j / float(32)\n );\n\n vec2 uv = aUV + trans;\n\n float width = uWidthHeight.x;\n float height = uWidthHeight.y;\n\n vXY = vec2(\n height * uv.x,\n height * uv.y\n );\n\n float aspectRatio = width / height;\n\n gl_Position = vec4(\n vec2(\n (2.0*(uv.x / aspectRatio) - 1.0),\n (2.0*uv.y - 1.0)\n ),\n 0.0, 1.0\n );\n}\n",t={};function r(e,r,o,s){const i=2**32*(256*e+r)+s,c=t[i];if(void 0!==c)return c;const l=`#version 300 es\n\nprecision highp float;\n\nuniform float uMaxDistance;\nuniform highp sampler2D uSegs;\nuniform highp isampler2D uCloseCellIdxs;\nuniform highp isampler2D uCrossCellIdxs;\n// bit 0 -> calc distance inside\n// bit 1 -> calc distance outside\n// bit 2 -> calc whether fragment is inside or outside (else outside is assumed with winds == 0.0)\nuniform int uTestInOut;\nuniform vec4 uCustom;\n\nuniform SegIdxRangePerCellBlock {\n ivec4 uSegIdxRangePerCell[${(n+2*r)*(e+2*r)/2}];\n};\nuniform SegIdxRangePerStripBlock {\n ivec4 uSegIdxRangePerStrip[16];\n};\n\nin vec2 vXY;\nflat in int instanceId;\nflat in ivec2 closeCellIdxRange;\nflat in ivec2 crossCellIdxRange;\nout vec4 FragColor;\n\n// testing!!\n// float rand(vec2 co) {\n// return mod(uCustom.w * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453), 1.0);\n// }\n\nfloat absDistToSegment(vec2 point, vec2 lineA, vec2 lineB) {\n vec2 lineDir = lineB - lineA;\n float lenSq = dot(lineDir, lineDir);\n float t = clamp(dot(point - lineA, lineDir) / lenSq, 0.0, 1.0);\n vec2 linePt = lineA + t*lineDir;\n\n return distance(point, linePt);\n}\n\n\nvoid main() {\n ///////////////////////////////////////////////////////////////////////////\n // Calculate \`winds\`:\n //\n // Project a ray to the left to check if it crosses the segment in order\n // to find the fragment's winding number to determine whether fragment\n // is inside or outside the shape.\n ///////////////////////////////////////////////////////////////////////////\n\n float winds = 0.0;\n if ((uTestInOut & 4) == 0) {\n int crossIdxS = crossCellIdxRange.x;\n int crossLen = crossCellIdxRange.y;\n // Iterate over all relevant cell indexes\n for (int i = crossIdxS; i < crossIdxS + crossLen; i++) {\n int crossIdx = texelFetch(uCrossCellIdxs, ivec2(i%256, i/256), 0).x;\n\n ivec2 uSegIdxRange = crossIdx % 2 == 0\n ? uSegIdxRangePerCell[crossIdx / 2].xy\n : uSegIdxRangePerCell[crossIdx / 2].zw;\n\n int segIdx = uSegIdxRange.x;\n int segLen = uSegIdxRange.y;\n\n for (int j = segIdx; j < segIdx + segLen; j++) {\n // Fetch segment from texture\n vec4 seg = texelFetch(uSegs, ivec2(j%256, j/256), 0);\n\n // line segment's min-y is excluded\n bool crossing =\n (seg.y > vXY.y != seg.w > vXY.y) &&\n (vXY.x > (seg.z - seg.x)*(vXY.y - seg.y) / (seg.w - seg.y) + seg.x);\n\n bool crossingUp = seg.y < seg.w;\n\n winds += crossing ? (crossingUp ? -1.0 : 1.0) : 0.0;\n }\n }\n\n {\n int cellIdx = (instanceId % 32);\n\n bool isEven = cellIdx % 2 == 0;\n\n ivec4 uSegIdxRange = uSegIdxRangePerStrip[cellIdx / 2];\n int segIdx = isEven ? uSegIdxRange.x : uSegIdxRange.z;\n int segLen = isEven ? uSegIdxRange.y : uSegIdxRange.w;\n \n\n for (int j = segIdx; j < segIdx + segLen; j++) {\n // Fetch segment from texture\n vec4 seg = texelFetch(uSegs, ivec2(j%256, j/256), 0);\n\n // line segment's min-y is excluded\n bool crossing =\n (seg.y > vXY.y != seg.w > vXY.y) &&\n (vXY.x > (seg.z - seg.x)*(vXY.y - seg.y) / (seg.w - seg.y) + seg.x);\n\n bool crossingUp = seg.y < seg.w;\n\n winds += crossing ? (crossingUp ? -1.0 : 1.0) : 0.0;\n }\n }\n }\n bool inside = winds != 0.0;\n ///////////////////////////////////////////////////////////////////////////\n // Calculate \`res\`: the distance to the nearest curve\n ///////////////////////////////////////////////////////////////////////////\n float res = 1.0; // sdf result\n\n if ((inside && ((uTestInOut & 1) != 0)) || (!inside && ((uTestInOut & 2) != 0))) {\n int cellIdxS = closeCellIdxRange.x;\n int cellLen = closeCellIdxRange.y;\n // Iterate over all relevant cell indexes\n for (int i = cellIdxS; i < cellIdxS + cellLen; i++) {\n int cellIdx = texelFetch(uCloseCellIdxs, ivec2(i%256, i/256), 0).x;\n\n ivec2 uSegIdxRange = cellIdx % 2 == 0\n ? uSegIdxRangePerCell[cellIdx / 2].xy\n : uSegIdxRangePerCell[cellIdx / 2].zw;\n\n int segIdx = uSegIdxRange.x;\n int segLen = uSegIdxRange.y;\n\n for (int j = segIdx; j < segIdx + segLen; j++) {\n // Fetch segment from texture\n vec4 seg = texelFetch(uSegs, ivec2(j%256, j/256), 0);\n\n // Find normalized unsigned distance to the segment; only the nearest will be kept\n float d = absDistToSegment(vXY, seg.xy, seg.zw);\n float val = clamp(d / uMaxDistance, 0.0, 1.0);\n\n res = min(res, val);\n }\n }\n }\n ///////////////////////////////////////////////////////////////////////////\n\n // DEBUG!\n // float alpha = ((instanceId + instanceId/32) % 2 == 0 ? 0.3 : 0.5);\n\n \n \n float exponent = uCustom.x;\n res = pow(1.0 - res, exponent);\n float alpha = res <= 0.0 ? 0.0 : 0.5;\n float red = inside ? 0.2 : 0.8;\n float green = abs(sin(25.0 * res));\n float blue = 0.5;\n\n\n FragColor = vec4(red, green, blue, alpha);\n}\n`;return t[i]=l,l}function o(n,e,t){const r=n.createShader(t);return n.shaderSource(r,e),n.compileShader(r),r}function s(n,e,t){const{gl:r,textures:o}=n;r.activeTexture(r.TEXTURE0+e);let s=o[t];return s?r.bindTexture(r.TEXTURE_2D,s.tex):(s=o[t]={tex:r.createTexture()},r.bindTexture(r.TEXTURE_2D,s.tex),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_MIN_FILTER,r.NEAREST),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_MAG_FILTER,r.NEAREST),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_WRAP_S,r.CLAMP_TO_EDGE),r.texParameteri(r.TEXTURE_2D,r.TEXTURE_WRAP_T,r.CLAMP_TO_EDGE)),s}const{BYTE:i,UNSIGNED_BYTE:c,SHORT:l,UNSIGNED_SHORT:u,INT:a,UNSIGNED_INT:d,FLOAT:f,HALF_FLOAT:g,INT_2_10_10_10_REV:h,UNSIGNED_INT_2_10_10_10_REV:x}=WebGL2RenderingContext;function I(n){return(e,t,r)=>{const{gl:o,uniformBlocks:s,program:i}=n;let c=s[e];if(void 0===s[e]){const n=o.getUniformBlockIndex(i,e);o.uniformBlockBinding(i,n,t);const r=o.createBuffer();o.bindBuffer(o.UNIFORM_BUFFER,r),c={blockName:e,blockIndex:n,buf:r},s[e]=c}else o.bindBuffer(o.UNIFORM_BUFFER,c.buf);const{buf:l}=c;o.bufferData(o.UNIFORM_BUFFER,r,o.STATIC_DRAW),o.bindBufferBase(o.UNIFORM_BUFFER,t,l)}}function _(n){const e=n[0][0],t=n[0][1];for(let r=1;r<n.length;r++)if(e!==n[r][0]||t!==n[r][1])return!1;return!0}function p(n,e){if(0===e)return n[0];if(1===e)return n[n.length-1];if(4===n.length){const[[t,r],[o,s],[i,c],[l,u]]=n,a=t+(o-t)*e,d=o+(i-o)*e,f=a+(d-a)*e,g=r+(s-r)*e,h=s+(c-s)*e,x=g+(h-g)*e;return[f+(d+(i+(l-i)*e-d)*e-f)*e,x+(h+(c+(u-c)*e-h)*e-x)*e]}if(3===n.length){const[[t,r],[o,s],[i,c]]=n,l=t+(o-t)*e,u=r+(s-r)*e;return[l+(o+(i-o)*e-l)*e,u+(s+(c-s)*e-u)*e]}if(2===n.length){const[[t,r],[o,s]]=n;return[t+(o-t)*e,r+(s-r)*e]}if(1===n.length)return n[0];throw new Error("The given bezier curve must be of order <= 3.")}const{sqrt:v}=Math;function m(n,e){const t=n[0],r=n[1],o=e[0],s=e[1],i=r-s,c=o-t,l=t*s-o*r,u=v(i*i+c*c);return function(n){const e=n[0],o=n[1];return 0!==u?(i*e+c*o+l)/u:v((e-t)**2+(o-r)**2)}}{const n=[10,1];m([6,2],[6,2])(n)}function C(n,e,t){if(4===n.length)return function(n,e,t){return 0===e?1===t?n:function(n,e){const t=n[0],r=n[1],o=n[2],s=n[3],i=t[0],c=t[1],l=r[0],u=r[1],a=o[0],d=o[1],f=i-e*(i-l),g=l-e*(l-a),h=f-e*(f-g),x=c-e*(c-u),I=u-e*(u-d),_=x-e*(x-I);return[t,[f,x],[h,_],[h-e*(h-(g-e*(g-(a-e*(a-s[0]))))),_-e*(_-(I-e*(I-(d-e*(d-s[1])))))]]}(n,t):1===t?function(n,e){const t=n[0],r=n[1],o=n[2],s=n[3],i=t[0],c=t[1],l=r[0],u=r[1],a=o[0],d=o[1],f=i-e*(i-l),g=l-e*(l-a),h=a-e*(a-s[0]),x=f-e*(f-g),I=g-e*(g-h),_=c-e*(c-u),p=u-e*(u-d),v=d-e*(d-s[1]),m=_-e*(_-p),C=p-e*(p-v);return[[x-e*(x-I),m-e*(m-C)],[I,C],[h,v],s]}(n,e):function(n,e,t){const r=n[0],o=n[1],s=n[2],i=n[3],c=r[0],l=r[1],u=o[0],a=o[1],d=s[0],f=s[1],g=e*e,h=e*g,x=t*t,I=t*x,_=e*t,p=c-u,v=d-u,m=p+v,C=e*p,S=t*p,R=i[0]-c-3*v,E=l-a,T=f-a,b=E+T,w=e*E,A=t*E,P=i[1]-l-3*T;return[[h*R+(3*e*(e*m-p)+c),h*P+(3*e*(e*b-E)+l)],[_*(e*R+2*m)+(g*m+c-(S+2*C)),_*(e*P+2*b)+(g*b+l-(A+2*w))],[_*(t*R+2*m)+(x*m+c-(2*S+C)),_*(t*P+2*b)+(x*b+l-(2*A+w))],[I*R+(3*t*(t*m-p)+c),I*P+(3*t*(t*b-E)+l)]]}(n,e,t)}(n,e,t);if(3===n.length)return function(n,e,t){return 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r=t.toUpperCase();if("H"===r||"V"===r?e=[Z(this)]:"M"===r||"L"===r||"T"===r?e=[Z(this),Z(this)]:"S"===r||"Q"===r?e=[Z(this),Z(this),Z(this),Z(this)]:"C"===r?e=[Z(this),Z(this),Z(this),Z(this),Z(this),Z(this)]:"A"===r?e=[Z(this),Z(this),Z(this),this._parseArcFlag(),this._parseArcFlag(),Z(this),Z(this)]:"Z"===r&&(this._skipOptionalSpaces(),e=[]),void 0===e)throw new Error("Unknown command");return{type:t,values:e}}hasMoreData(){return this._currentIndex<this._endIndex}initialCommandIsMoveTo(){if(!this.hasMoreData())return!0;const n=$[this._string[this._currentIndex]];return"M"===n||"m"===n}_isCurrentSpace(){const n=this._string[this._currentIndex];return n<=" "&&(" "===n||"\n"===n||"\t"===n||"\r"===n||"\f"===n)}_skipOptionalSpaces(){for(;this._currentIndex<this._endIndex&&this._isCurrentSpace();)this._currentIndex+=1;return this._currentIndex<this._endIndex}_skipOptionalSpacesOrDelimiter(){return!(this._currentIndex<this._endIndex&&!this._isCurrentSpace()&&","!==this._string[this._currentIndex])&&(this._skipOptionalSpaces()&&this._currentIndex<this._endIndex&&","===this._string[this._currentIndex]&&(this._currentIndex+=1,this._skipOptionalSpaces()),this._currentIndex<this._endIndex)}_parseArcFlag(){if(this._currentIndex>=this._endIndex)throw new Error("Unable to parse arc flag");let n;const e=this._string[this._currentIndex];if(this._currentIndex+=1,"0"===e)n=0;else{if("1"!==e)throw new Error("Unable to parse arc flag - arc flag must be 0 or 1");n=1}return this._skipOptionalSpacesOrDelimiter(),n}}const{ceil:K,min:nn,max:en}=Math,tn={x:0,y:0,testInteriorExterior:!0,calcSdfForInside:!0,calcSdfForOutside:!0,customData:[1,0,0,0]};function rn(t,s,i,c,l,u,a=tn){const d="string"==typeof s?function(n){if(0===n.length)return[];if("m"!==n[0].type.toLowerCase())throw new Error("Invalid SVG - every new path must start with an M or m.");const e={p:[0,0]},t=[];let r,o=[];for(let s=0;s<n.length;s++){const i=n[s],c=i.type.toLowerCase();if(e.vals=i.values,i.type===c)if("v"===c)e.vals[0]+=e.p[1];else if("a"===c)e.vals[5]+=e.p[0],e.vals[6]+=e.p[1];else for(let n=0;n<e.vals.length;n++)e.vals[n]+=e.p[n%2];if("m"===c){o.length&&("z"!==r&&o.push(W(e)),t.push(o),o=[]),e.initialPoint=e.p=e.vals,r=c;continue}const l=q[c];if(!l)throw new Error("Invalid SVG - command not recognized.");const u=l(e);e.p=u[u.length-1],o.push(u),r=c}return o.length>0&&("z"!==r&&o.push(W(e)),t.push(o)),t}(function(n){if(!n.length)return[];const e=new J(n),t=[];if(!e.initialCommandIsMoveTo())throw new Error("Path must start with m or M");for(;e.hasMoreData();)t.push(e.parseSegment());return t}(s)):s;let f=1;if(c/l>4){const n=c/4;f=n/l,l=n}const g=l/n,h=en(c,l),x=K(c/g),I=2*K(nn(u,h)/g/2),{glslRgbaCalcStr:_}=a,p=function(n){if(!n)return 0;let e=5381;for(let t=0;t<n.length;t++)e=(e<<5)+e+n.charCodeAt(t);return e>>>0}(_||""),v=function(n,e,t,r){const{gl:s,programs:i}=n;if(i[e])return i[e];const c=s.createProgram(),l=o(s,t,s.VERTEX_SHADER),u=o(s,r,s.FRAGMENT_SHADER);return s.attachShader(c,l),s.attachShader(c,u),s.linkProgram(c),i[e]={gl:s,program:c,attributes:{},uniforms:{},uniformBlocks:{},vertexShader:l,fragmentShader:u},i[e]}(t,`main${x}-${I}-${p}`,e,r(x,I,0,p)),{gl:m}=t;m.useProgram(v.program),H(t,v,d,i,u,c,l,a,x,g,I,f)}function on(n){if(void 0===n)return;const{gl:e,programs:t,textures:r}=n;for(let n in t){const{attributes:r,fragmentShader:o,vertexShader:s,uniformBlocks:i,program:c}=t[n];for(let n in i){const{buf:t}=i[n];e.deleteBuffer(t)}for(let n in r){const{buf:t}=r[n];e.deleteBuffer(t)}e.deleteShader(o),e.deleteShader(s),e.deleteProgram(c)}for(let n in r){const{tex:t}=r[n];e.deleteTexture(t)}}function sn(n,e,t){const r=n.createShader(e);if(n.shaderSource(r,t),n.compileShader(r),!n.getShaderParameter(r,n.COMPILE_STATUS))throw new Error(n.getShaderInfoLog(r))}const cn=new WeakMap;function ln(n){{const e=cn.get(n);if(e)return e}!function(n){try{sn(n,n.VERTEX_SHADER,e),sn(n,n.FRAGMENT_SHADER,r(32,2,0,0))}catch(n){throw console.log(n),n}}(n);const t={},o={},s={gl:n,textures:o,programs:t};return n.canvas.addEventListener("webglcontextlost",e=>{un(t),un(o),cn.delete(n),s.onContextLoss?.(e)},!1),cn.set(n,s),s}function un(n){Object.keys(n).forEach(e=>{delete n[e]})}export{on as freeGlContext,rn as generateSdf,ln as getWebGlContext};
|
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
/**
|
|
2
|
+
*
|
|
3
|
+
* @param gl
|
|
4
|
+
* @param type `gl.VERTEX_SHADER | gl.FRAGMENT_SHADER`
|
|
5
|
+
* @param shaderStr
|
|
6
|
+
*/
|
|
7
|
+
declare function debugGlsl(gl: WebGL2RenderingContext, type: typeof gl.VERTEX_SHADER | typeof gl.FRAGMENT_SHADER, shaderStr: string): void;
|
|
8
|
+
declare function debugShaders(gl: WebGL2RenderingContext): void;
|
|
9
|
+
export { debugShaders, debugGlsl };
|
|
@@ -0,0 +1,28 @@
|
|
|
1
|
+
import { getFragment, GLSL_DEFAULT } from "./shaders/fragment.js";
|
|
2
|
+
import { vertex } from "./shaders/vertex.js";
|
|
3
|
+
/**
|
|
4
|
+
*
|
|
5
|
+
* @param gl
|
|
6
|
+
* @param type `gl.VERTEX_SHADER | gl.FRAGMENT_SHADER`
|
|
7
|
+
* @param shaderStr
|
|
8
|
+
*/
|
|
9
|
+
function debugGlsl(gl, type, shaderStr) {
|
|
10
|
+
const s = gl.createShader(type);
|
|
11
|
+
gl.shaderSource(s, shaderStr);
|
|
12
|
+
gl.compileShader(s);
|
|
13
|
+
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
|
|
14
|
+
throw new Error(gl.getShaderInfoLog(s));
|
|
15
|
+
}
|
|
16
|
+
}
|
|
17
|
+
function debugShaders(gl) {
|
|
18
|
+
try {
|
|
19
|
+
debugGlsl(gl, gl.VERTEX_SHADER, vertex);
|
|
20
|
+
debugGlsl(gl, gl.FRAGMENT_SHADER, getFragment(32, 2, GLSL_DEFAULT, 0));
|
|
21
|
+
}
|
|
22
|
+
catch (e) {
|
|
23
|
+
console.log(e);
|
|
24
|
+
throw e;
|
|
25
|
+
}
|
|
26
|
+
}
|
|
27
|
+
export { debugShaders, debugGlsl };
|
|
28
|
+
//# sourceMappingURL=debug-shaders.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"debug-shaders.js","sourceRoot":"","sources":["../src/debug-shaders.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAClE,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAG7C;;;;;GAKG;AACH,SAAS,SAAS,CACV,EAA0B,EAC1B,IAAyD,EACzD,SAAiB;IAErB,MAAM,CAAC,GAAG,EAAE,CAAC,YAAY,CAAC,IAAI,CAAE,CAAC;IACjC,EAAE,CAAC,YAAY,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;IAC9B,EAAE,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;IACpB,IAAI,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,EAAE,CAAC,cAAc,CAAC,EAAE,CAAC;QAC/C,MAAM,IAAI,KAAK,CAAC,EAAE,CAAC,gBAAgB,CAAC,CAAC,CAAE,CAAC,CAAC;IAC7C,CAAC;AACL,CAAC;AAGD,SAAS,YAAY,CACb,EAA0B;IAE9B,IAAI,CAAC;QACD,SAAS,CAAC,EAAE,EAAE,EAAE,CAAC,aAAa,EAAE,MAAM,CAAC,CAAC;QACxC,SAAS,CAAC,EAAE,EAAE,EAAE,CAAC,eAAe,EAAE,WAAW,CAAC,EAAE,EAAC,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC,CAAC,CAAC;IAC1E,CAAC;IAAC,OAAO,CAAC,EAAE,CAAC;QACT,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACf,MAAM,CAAC,CAAC;IACZ,CAAC;AACL,CAAC;AAGD,OAAO,EAAE,YAAY,EAAE,SAAS,EAAE,CAAA"}
|
package/node/generate-sdf.d.ts
CHANGED
|
@@ -1,4 +1,14 @@
|
|
|
1
1
|
import { GlContext } from './types/gl-context.js';
|
|
2
|
+
interface SdfOptions {
|
|
3
|
+
/** the position where to draw, x-coordinate */
|
|
4
|
+
readonly x?: number | undefined;
|
|
5
|
+
readonly y?: number | undefined;
|
|
6
|
+
readonly testInteriorExterior?: boolean | undefined;
|
|
7
|
+
readonly calcSdfForInside?: boolean | undefined;
|
|
8
|
+
readonly calcSdfForOutside?: boolean | undefined;
|
|
9
|
+
readonly customData?: [number, number, number, number] | undefined;
|
|
10
|
+
readonly glslRgbaCalcStr?: string | undefined;
|
|
11
|
+
}
|
|
2
12
|
/**
|
|
3
13
|
* Generates an sdf (signed distance field) from the given bezier curves,
|
|
4
14
|
* viewbox, etc. and renders the result
|
|
@@ -9,16 +19,77 @@ import { GlContext } from './types/gl-context.js';
|
|
|
9
19
|
* thereof) given by given by their ordered control points,
|
|
10
20
|
* e.g. `[ [[0,0],[1,1],[2,1],[2,0]], [[2,0],[7,2],[1,5],[8,6]], ... ]` **OR**
|
|
11
21
|
* * an SVG string, e.g. "M26.53 478.83 C028.89 481.61 031.33 484.32 ..."
|
|
22
|
+
* @param viewbox the viewbox given as `[x1,x2,y1,y2]` (**not as** `[x,y,widht,height]`)
|
|
12
23
|
* @param width the width of the drawing rectangle
|
|
13
24
|
* @param height the height of the drawing rectangle
|
|
14
|
-
* @param viewbox the viewbox
|
|
15
25
|
* @param maxDistance maximum sdf distance
|
|
16
|
-
* @param
|
|
17
|
-
*
|
|
18
|
-
*
|
|
19
|
-
* @param x the position where to draw, x-coordinate
|
|
20
|
-
* @param y the position where to draw, y-coordinate
|
|
21
|
-
* @param
|
|
26
|
+
* @param options additional options (see below)
|
|
27
|
+
*
|
|
28
|
+
* **The following are properties of the `options` parameters**
|
|
29
|
+
* @param x defaults to `0`; the position where to draw on the canvas, x-coordinate
|
|
30
|
+
* @param y defaults to `0`; the position where to draw on the canvas, y-coordinate
|
|
31
|
+
* @param testInteriorExterior defaults to `true`;
|
|
32
|
+
* if `false` winds will always be `0.0` and only an un-signed sdf can be calculated since all
|
|
33
|
+
* fragments are considered outside
|
|
34
|
+
* @param calcSdfForInside defaults to `true`;
|
|
35
|
+
* if `false` the sdf will not be calculate for the inside of the shape, in the shader, `res` will always be `1.0`
|
|
36
|
+
* @param calcSdfForOutside defaults to `true`;
|
|
37
|
+
* if `false` the sdf will not be calculate for the outside of the shape, in the shader, `res` will always be `1.0`
|
|
38
|
+
* @param customData optional custom data (must be an array of 4 numbers) to send to
|
|
39
|
+
* the fragment shader as a uniform, e.g. exponent, scale, a timer, or whatever
|
|
40
|
+
* @param glslRgbaCalcStr a glsl string (#version 300 es) inserted at the end of
|
|
41
|
+
* the fragment shader to modify the output frag color in any way (you can also discard the fragment);
|
|
42
|
+
* see below for available variables that can be used;
|
|
43
|
+
*
|
|
44
|
+
* defaults to (designed to match webgl-sdf-generator)
|
|
45
|
+
* ```glsl
|
|
46
|
+
* float exponent = uCustom.x;
|
|
47
|
+
* res = (pow(1.0 - res, exponent) * 0.5) * (inside ? -1.0 : 1.0);
|
|
48
|
+
* float red = res;
|
|
49
|
+
* float green = res;
|
|
50
|
+
* float blue = res;
|
|
51
|
+
* float alpha = res;
|
|
52
|
+
*
|
|
53
|
+
* ```
|
|
54
|
+
* You must define and assign \`red\`, \`green\`, \`blue\` and \`alpha\`.
|
|
55
|
+
*
|
|
56
|
+
* Usable variables:
|
|
57
|
+
* ```glsl
|
|
58
|
+
* // the result of the distance calculation for this fragment, a value from 0.0 to 1.0
|
|
59
|
+
* // with 1.0 occuring when the fragment is >= maxDistance away and 0.0 when the
|
|
60
|
+
* // fragment is exactly on a curve
|
|
61
|
+
* float res
|
|
62
|
+
*
|
|
63
|
+
* // the number of anti-clockwise winds around the fragment, a value != 0
|
|
64
|
+
* // means the fragment is inside the shape
|
|
65
|
+
* float winds
|
|
66
|
+
*
|
|
67
|
+
* // 4 custom values set via an options parameter of `generateSdf`; defaults to `[1,0,0,0]`;
|
|
68
|
+
* // the first value is used as the exponent within the default `glslRgbaCalcStr`
|
|
69
|
+
* vec4 uCustom;
|
|
70
|
+
*
|
|
71
|
+
* // the max distance value supplied via `generateSdf`
|
|
72
|
+
* float uMaxDistance
|
|
73
|
+
*
|
|
74
|
+
* // bit 0 -> calc sdf when fragment is inside; defaults to 1,
|
|
75
|
+
* // bit 1 -> calc sdf when fragment is outside; defaults to 1
|
|
76
|
+
* // bit 1 -> calc `winds` (required for signing the distance); defaults to 1
|
|
77
|
+
* // note: when the distance calculation is not done (via options from `generateSdf`),
|
|
78
|
+
* `res` will be set to 1.0 (max distance away)
|
|
79
|
+
* int uTestInOut
|
|
80
|
+
*
|
|
81
|
+
* // the original x,y coordinates of the fragment in the original space provided
|
|
82
|
+
* // via the `viewbox` in `generateSdf`, e.g. the very bottom-left fragment
|
|
83
|
+
* // will have vXY == (viebox[0], viebox[1]) and the very top right will have
|
|
84
|
+
* // coordinates vXY == (viebox[2], viebox[3])
|
|
85
|
+
* vec2 vXY
|
|
86
|
+
*
|
|
87
|
+
* // whether the point is inside or outside the shape, often used to sign `res`
|
|
88
|
+
* // it is identical to `winds != 0`
|
|
89
|
+
* bool inside
|
|
90
|
+
*
|
|
91
|
+
* // pretty much useless unless you want to create a checkerboard pattern for no good reason
|
|
92
|
+
* int instanceId
|
|
22
93
|
*/
|
|
23
|
-
declare function generateSdf(glContext: GlContext, bezierCurves_or_svgStr: (number[][])[][] | string,
|
|
24
|
-
export { generateSdf };
|
|
94
|
+
declare function generateSdf(glContext: GlContext, bezierCurves_or_svgStr: (number[][])[][] | string, viewbox: [number, number, number, number], width: number, height: number, maxDistance: number, options?: SdfOptions): void;
|
|
95
|
+
export { generateSdf, SdfOptions };
|
package/node/generate-sdf.js
CHANGED
|
@@ -1,13 +1,18 @@
|
|
|
1
1
|
// import { getWebGLContext } from './webgl-utils/get-gl-context.js';
|
|
2
2
|
import { vertex } from './shaders/vertex.js';
|
|
3
|
-
import { getFragment } from './shaders/fragment.js';
|
|
3
|
+
import { getFragment, GLSL_DEFAULT } from './shaders/fragment.js';
|
|
4
4
|
import { initProgram } from './webgl-utils/use-program.js';
|
|
5
5
|
import { mainProgram } from './main-program.js';
|
|
6
6
|
import { ROW_COUNT } from './row-count.js';
|
|
7
7
|
import { getPathsFromStr } from './svg/get-paths-from-str.js';
|
|
8
8
|
import { MAX_ASPECT_RATIO_BEFORE_STRETCH } from './max-aspect-ratio-before-stretch.js';
|
|
9
|
-
// import { debugShaders } from './debug-shaders.js';
|
|
10
9
|
const { ceil, min, max } = Math;
|
|
10
|
+
const defaultSdfOptions = {
|
|
11
|
+
x: 0, y: 0,
|
|
12
|
+
testInteriorExterior: true,
|
|
13
|
+
calcSdfForInside: true, calcSdfForOutside: true,
|
|
14
|
+
customData: [1, 0, 0, 0]
|
|
15
|
+
};
|
|
11
16
|
/**
|
|
12
17
|
* Generates an sdf (signed distance field) from the given bezier curves,
|
|
13
18
|
* viewbox, etc. and renders the result
|
|
@@ -18,22 +23,82 @@ const { ceil, min, max } = Math;
|
|
|
18
23
|
* thereof) given by given by their ordered control points,
|
|
19
24
|
* e.g. `[ [[0,0],[1,1],[2,1],[2,0]], [[2,0],[7,2],[1,5],[8,6]], ... ]` **OR**
|
|
20
25
|
* * an SVG string, e.g. "M26.53 478.83 C028.89 481.61 031.33 484.32 ..."
|
|
26
|
+
* @param viewbox the viewbox given as `[x1,x2,y1,y2]` (**not as** `[x,y,widht,height]`)
|
|
21
27
|
* @param width the width of the drawing rectangle
|
|
22
28
|
* @param height the height of the drawing rectangle
|
|
23
|
-
* @param viewbox the viewbox
|
|
24
29
|
* @param maxDistance maximum sdf distance
|
|
25
|
-
* @param
|
|
26
|
-
*
|
|
27
|
-
*
|
|
28
|
-
* @param x the position where to draw, x-coordinate
|
|
29
|
-
* @param y the position where to draw, y-coordinate
|
|
30
|
-
* @param
|
|
30
|
+
* @param options additional options (see below)
|
|
31
|
+
*
|
|
32
|
+
* **The following are properties of the `options` parameters**
|
|
33
|
+
* @param x defaults to `0`; the position where to draw on the canvas, x-coordinate
|
|
34
|
+
* @param y defaults to `0`; the position where to draw on the canvas, y-coordinate
|
|
35
|
+
* @param testInteriorExterior defaults to `true`;
|
|
36
|
+
* if `false` winds will always be `0.0` and only an un-signed sdf can be calculated since all
|
|
37
|
+
* fragments are considered outside
|
|
38
|
+
* @param calcSdfForInside defaults to `true`;
|
|
39
|
+
* if `false` the sdf will not be calculate for the inside of the shape, in the shader, `res` will always be `1.0`
|
|
40
|
+
* @param calcSdfForOutside defaults to `true`;
|
|
41
|
+
* if `false` the sdf will not be calculate for the outside of the shape, in the shader, `res` will always be `1.0`
|
|
42
|
+
* @param customData optional custom data (must be an array of 4 numbers) to send to
|
|
43
|
+
* the fragment shader as a uniform, e.g. exponent, scale, a timer, or whatever
|
|
44
|
+
* @param glslRgbaCalcStr a glsl string (#version 300 es) inserted at the end of
|
|
45
|
+
* the fragment shader to modify the output frag color in any way (you can also discard the fragment);
|
|
46
|
+
* see below for available variables that can be used;
|
|
47
|
+
*
|
|
48
|
+
* defaults to (designed to match webgl-sdf-generator)
|
|
49
|
+
* ```glsl
|
|
50
|
+
* float exponent = uCustom.x;
|
|
51
|
+
* res = (pow(1.0 - res, exponent) * 0.5) * (inside ? -1.0 : 1.0);
|
|
52
|
+
* float red = res;
|
|
53
|
+
* float green = res;
|
|
54
|
+
* float blue = res;
|
|
55
|
+
* float alpha = res;
|
|
56
|
+
*
|
|
57
|
+
* ```
|
|
58
|
+
* You must define and assign \`red\`, \`green\`, \`blue\` and \`alpha\`.
|
|
59
|
+
*
|
|
60
|
+
* Usable variables:
|
|
61
|
+
* ```glsl
|
|
62
|
+
* // the result of the distance calculation for this fragment, a value from 0.0 to 1.0
|
|
63
|
+
* // with 1.0 occuring when the fragment is >= maxDistance away and 0.0 when the
|
|
64
|
+
* // fragment is exactly on a curve
|
|
65
|
+
* float res
|
|
66
|
+
*
|
|
67
|
+
* // the number of anti-clockwise winds around the fragment, a value != 0
|
|
68
|
+
* // means the fragment is inside the shape
|
|
69
|
+
* float winds
|
|
70
|
+
*
|
|
71
|
+
* // 4 custom values set via an options parameter of `generateSdf`; defaults to `[1,0,0,0]`;
|
|
72
|
+
* // the first value is used as the exponent within the default `glslRgbaCalcStr`
|
|
73
|
+
* vec4 uCustom;
|
|
74
|
+
*
|
|
75
|
+
* // the max distance value supplied via `generateSdf`
|
|
76
|
+
* float uMaxDistance
|
|
77
|
+
*
|
|
78
|
+
* // bit 0 -> calc sdf when fragment is inside; defaults to 1,
|
|
79
|
+
* // bit 1 -> calc sdf when fragment is outside; defaults to 1
|
|
80
|
+
* // bit 1 -> calc `winds` (required for signing the distance); defaults to 1
|
|
81
|
+
* // note: when the distance calculation is not done (via options from `generateSdf`),
|
|
82
|
+
* `res` will be set to 1.0 (max distance away)
|
|
83
|
+
* int uTestInOut
|
|
84
|
+
*
|
|
85
|
+
* // the original x,y coordinates of the fragment in the original space provided
|
|
86
|
+
* // via the `viewbox` in `generateSdf`, e.g. the very bottom-left fragment
|
|
87
|
+
* // will have vXY == (viebox[0], viebox[1]) and the very top right will have
|
|
88
|
+
* // coordinates vXY == (viebox[2], viebox[3])
|
|
89
|
+
* vec2 vXY
|
|
90
|
+
*
|
|
91
|
+
* // whether the point is inside or outside the shape, often used to sign `res`
|
|
92
|
+
* // it is identical to `winds != 0`
|
|
93
|
+
* bool inside
|
|
94
|
+
*
|
|
95
|
+
* // pretty much useless unless you want to create a checkerboard pattern for no good reason
|
|
96
|
+
* int instanceId
|
|
31
97
|
*/
|
|
32
|
-
function generateSdf(glContext, bezierCurves_or_svgStr, width, height,
|
|
98
|
+
function generateSdf(glContext, bezierCurves_or_svgStr, viewbox, width, height, maxDistance, options = defaultSdfOptions) {
|
|
33
99
|
const psss = typeof bezierCurves_or_svgStr === 'string'
|
|
34
100
|
? getPathsFromStr(bezierCurves_or_svgStr)
|
|
35
101
|
: bezierCurves_or_svgStr;
|
|
36
|
-
// const glContext = getWebGLContext(gl);
|
|
37
102
|
let stretch = 1;
|
|
38
103
|
const aspectRatio = width / height;
|
|
39
104
|
if (aspectRatio > MAX_ASPECT_RATIO_BEFORE_STRETCH) {
|
|
@@ -45,18 +110,24 @@ function generateSdf(glContext, bezierCurves_or_svgStr, width, height, viewbox,
|
|
|
45
110
|
const maxDim = max(width, height);
|
|
46
111
|
const colCount = ceil(width / cellSize);
|
|
47
112
|
const padCount = 2 * ceil(min(maxDistance, maxDim) / cellSize / 2);
|
|
48
|
-
const
|
|
113
|
+
const { glslRgbaCalcStr } = options;
|
|
114
|
+
const hash = calcStrHash(glslRgbaCalcStr || '');
|
|
115
|
+
const programMain = initProgram(glContext, `main${colCount}-${padCount}-${hash}`, vertex, getFragment(colCount, padCount, glslRgbaCalcStr || GLSL_DEFAULT, hash));
|
|
49
116
|
const { gl } = glContext;
|
|
50
|
-
// debugShaders(gl); // comment for production
|
|
51
117
|
gl.useProgram(programMain.program);
|
|
52
|
-
mainProgram(glContext, programMain, psss, viewbox, maxDistance,
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
118
|
+
mainProgram(glContext, programMain, psss, viewbox, maxDistance, width, height, options, colCount, cellSize, padCount, stretch);
|
|
119
|
+
}
|
|
120
|
+
/**
|
|
121
|
+
* Calculates and returns a hash of the given string
|
|
122
|
+
*/
|
|
123
|
+
function calcStrHash(str) {
|
|
124
|
+
if (!str)
|
|
125
|
+
return 0;
|
|
126
|
+
let hash = 5381;
|
|
127
|
+
for (let i = 0; i < str.length; i++) {
|
|
128
|
+
hash = ((hash << 5) + hash) + str.charCodeAt(i);
|
|
59
129
|
}
|
|
130
|
+
return hash >>> 0; // Convert to unsigned 32-bit integer
|
|
60
131
|
}
|
|
61
132
|
export { generateSdf };
|
|
62
133
|
//# sourceMappingURL=generate-sdf.js.map
|
package/node/generate-sdf.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"generate-sdf.js","sourceRoot":"","sources":["../src/generate-sdf.ts"],"names":[],"mappings":"AAAA,qEAAqE;AACrE,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAC;
|
|
1
|
+
{"version":3,"file":"generate-sdf.js","sourceRoot":"","sources":["../src/generate-sdf.ts"],"names":[],"mappings":"AAAA,qEAAqE;AACrE,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAClE,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,eAAe,EAAE,MAAM,6BAA6B,CAAC;AAC9D,OAAO,EAAE,+BAA+B,EAAE,MAAM,sCAAsC,CAAC;AAGvF,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AAehC,MAAM,iBAAiB,GAAe;IAClC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;IACV,oBAAoB,EAAE,IAAI;IAC1B,gBAAgB,EAAE,IAAI,EAAE,iBAAiB,EAAE,IAAI;IAC/C,UAAU,EAAE,CAAC,CAAC,EAAC,CAAC,EAAC,CAAC,EAAC,CAAC,CAAC;CACxB,CAAA;AAGD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiFG;AACH,SAAS,WAAW,CACZ,SAAoB,EACpB,sBAAiD,EACjD,OAAsC,EACtC,KAAa,EACb,MAAc,EACd,WAAmB,EACnB,UAAsB,iBAAiB;IAE3C,MAAM,IAAI,GAAG,OAAO,sBAAsB,KAAK,QAAQ;QACnD,CAAC,CAAC,eAAe,CAAC,sBAAsB,CAAC;QACzC,CAAC,CAAC,sBAAsB,CAAC;IAE7B,IAAI,OAAO,GAAG,CAAC,CAAC;IAChB,MAAM,WAAW,GAAG,KAAK,GAAC,MAAM,CAAC;IACjC,IAAI,WAAW,GAAG,+BAA+B,EAAE,CAAC;QAChD,MAAM,CAAC,GAAG,KAAK,GAAC,+BAA+B,CAAC;QAChD,OAAO,GAAG,CAAC,GAAC,MAAM,CAAC;QACnB,MAAM,GAAG,CAAC,CAAC;IACf,CAAC;IAED,MAAM,QAAQ,GAAG,MAAM,GAAC,SAAS,CAAC;IAElC,MAAM,MAAM,GAAG,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;IAClC,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,GAAC,QAAQ,CAAC,CAAC;IAEtC,MAAM,QAAQ,GAAG,CAAC,GAAC,IAAI,CAAC,GAAG,CAAC,WAAW,EAAE,MAAM,CAAC,GAAC,QAAQ,GAAC,CAAC,CAAC,CAAC;IAE7D,MAAM,EAAE,eAAe,EAAE,GAAG,OAAO,CAAC;IACpC,MAAM,IAAI,GAAG,WAAW,CAAC,eAAe,IAAI,EAAE,CAAC,CAAC;IAEhD,MAAM,WAAW,GAAG,WAAW,CAC3B,SAAS,EAAE,OAAO,QAAQ,IAAI,QAAQ,IAAI,IAAI,EAAE,EAChD,MAAM,EAAE,WAAW,CAAC,QAAQ,EAAE,QAAQ,EAAE,eAAe,IAAI,YAAY,EAAE,IAAI,CAAC,CACjF,CAAC;IAEF,MAAM,EAAE,EAAE,EAAE,GAAG,SAAS,CAAC;IAEzB,EAAE,CAAC,UAAU,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC;IACnC,WAAW,CACP,SAAS,EAAE,WAAW,EACtB,IAAI,EAAE,OAAO,EAAE,WAAW,EAC1B,KAAK,EAAE,MAAM,EACb,OAAO,EACP,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,CAExC,CAAC;AACN,CAAC;AAGD;;GAEG;AACH,SAAS,WAAW,CAAC,GAAW;IAC5B,IAAI,CAAC,GAAG;QAAE,OAAO,CAAC,CAAC;IAEnB,IAAI,IAAI,GAAG,IAAI,CAAC;IAChB,KAAK,IAAI,CAAC,GAAC,CAAC,EAAE,CAAC,GAAC,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QAC9B,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IACpD,CAAC;IAED,OAAO,IAAI,KAAK,CAAC,CAAC,CAAC,qCAAqC;AAC5D,CAAC;AAGD,OAAO,EAAE,WAAW,EAAc,CAAA"}
|
package/node/main-program.d.ts
CHANGED
|
@@ -1,4 +1,5 @@
|
|
|
1
1
|
import { Program } from './types/program.js';
|
|
2
2
|
import { GlContext } from './types/gl-context.js';
|
|
3
|
-
|
|
3
|
+
import { SdfOptions } from './generate-sdf.js';
|
|
4
|
+
declare function mainProgram(glContext: GlContext, programMain: Program, psss: number[][][][], viewbox: [number, number, number, number], maxDistance: number, width: number, height: number, options: SdfOptions, colCount: number, cellSize: number, padCount: number, stretch: number): void;
|
|
4
5
|
export { mainProgram };
|