webgl2-sdf 0.0.7 → 0.0.9
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 +19 -12
- package/browser/index.min.js +1 -1
- package/node/debug-shaders.js +2 -2
- package/node/debug-shaders.js.map +1 -1
- package/node/generate-sdf.d.ts +85 -9
- package/node/generate-sdf.js +97 -15
- package/node/generate-sdf.js.map +1 -1
- package/node/index.d.ts +1 -0
- package/node/index.js +1 -0
- package/node/index.js.map +1 -1
- package/node/main-program.d.ts +2 -1
- package/node/main-program.js +6 -2
- package/node/main-program.js.map +1 -1
- package/node/shaders/fragment.d.ts +4 -2
- package/node/shaders/fragment.js +80 -55
- package/node/shaders/fragment.js.map +1 -1
- package/node/types/gl-context.d.ts +0 -5
- package/node/webgl-utils/get-web-gl-context.js +2 -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 +122 -26
- package/src/index.ts +1 -0
- package/src/main-program.ts +18 -7
- package/src/shaders/fragment.ts +87 -56
- package/src/types/gl-context.ts +0 -5
- package/src/webgl-utils/get-web-gl-context.ts +3 -0
package/node/shaders/fragment.js
CHANGED
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@@ -1,7 +1,28 @@
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import { ROW_COUNT } from "../row-count.js";
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const cache = {};
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-
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-
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const GLSL_PATTERN1 = `
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float exponent = uCustom.x;
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float alpha = res >= 1.0 ? 0.0 : 0.5;
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res = pow(1.0 - res, exponent);
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float red = inside ? 0.2 : 0.8;
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float green = abs(sin(25.0 * res));
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// float green = step(0.5, fract(10.0 * res));
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float blue = 0.5;
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`;
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const GLSL_DEFAULT = `
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float exponent = uCustom.x;
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float adj = 0.5*pow(1.0 - res, exponent);
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res = inside ? 1.0 - adj : adj;
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float red = res;
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float green = res;
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float blue = res;
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float alpha = res;
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`;
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function getFragment(colCount, padCount, calcFragColorStr, hash) {
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// `colCount` and `padCount` can take at most 8 bits and `has` 32 bits and
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// we have at least 53 bits to play with so we're fine
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const key = (2 ** 32) * (256 * colCount + padCount) + hash;
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const fragment = cache[key];
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if (fragment !== undefined) {
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return fragment;
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}
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@@ -14,7 +35,11 @@ uniform float uMaxDistance;
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uniform highp sampler2D uSegs;
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uniform highp isampler2D uCloseCellIdxs;
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uniform highp isampler2D uCrossCellIdxs;
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-
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// bit 0 -> calc distance inside
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// bit 1 -> calc distance outside
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// bit 2 -> calc whether fragment is inside or outside (else outside is assumed with winds == 0.0)
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uniform int uTestInOut;
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uniform vec4 uCustom;
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uniform SegIdxRangePerCellBlock {
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ivec4 uSegIdxRangePerCell[${(ROW_COUNT + 2 * padCount) * (colCount + 2 * padCount) / 2}];
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@@ -29,6 +54,10 @@ flat in ivec2 closeCellIdxRange;
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flat in ivec2 crossCellIdxRange;
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out vec4 FragColor;
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// testing!!
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// float rand(vec2 co) {
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// return mod(uCustom.w * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453), 1.0);
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// }
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float absDistToSegment(vec2 point, vec2 lineA, vec2 lineB) {
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vec2 lineDir = lineB - lineA;
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@@ -42,72 +71,75 @@ float absDistToSegment(vec2 point, vec2 lineA, vec2 lineB) {
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void main() {
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///////////////////////////////////////////////////////////////////////////
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// Calculate \`winds\`:
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//
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// Project a ray to the left to check if it crosses the segment in order
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// to find the fragment's winding number to determine whether fragment
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// is inside or outside the shape.
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///////////////////////////////////////////////////////////////////////////
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int crossIdxS = crossCellIdxRange.x;
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int crossLen = crossCellIdxRange.y;
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float winds = 0.0;
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int
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if ((uTestInOut & 4) != 0) {
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int crossIdxS = crossCellIdxRange.x;
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int crossLen = crossCellIdxRange.y;
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// Iterate over all relevant cell indexes
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for (int i = crossIdxS; i < crossIdxS + crossLen; i++) {
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int crossIdx = texelFetch(uCrossCellIdxs, ivec2(i%256, i/256), 0).x;
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ivec2 uSegIdxRange = crossIdx % 2 == 0
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? uSegIdxRangePerCell[crossIdx / 2].xy
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: uSegIdxRangePerCell[crossIdx / 2].zw;
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int segIdx = uSegIdxRange.x;
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int segLen = uSegIdxRange.y;
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for (int j = segIdx; j < segIdx + segLen; j++) {
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// Fetch segment from texture
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vec4 seg = texelFetch(uSegs, ivec2(j%256, j/256), 0);
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// line segment's min-y is excluded
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bool crossing =
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(seg.y > vXY.y != seg.w > vXY.y) &&
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(vXY.x > (seg.z - seg.x)*(vXY.y - seg.y) / (seg.w - seg.y) + seg.x);
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bool crossingUp = seg.y < seg.w;
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winds += crossing ? (crossingUp ? -1.0 : 1.0) : 0.0;
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}
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}
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}
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{
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int cellIdx = (instanceId % ${ROW_COUNT});
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bool isEven = cellIdx % 2 == 0;
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ivec4 uSegIdxRange = uSegIdxRangePerStrip[cellIdx / 2];
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int segIdx = isEven ? uSegIdxRange.x : uSegIdxRange.z;
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int segLen = isEven ? uSegIdxRange.y : uSegIdxRange.w;
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for (int j = segIdx; j < segIdx + segLen; j++) {
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// Fetch segment from texture
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vec4 seg = texelFetch(uSegs, ivec2(j%256, j/256), 0);
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// line segment's min-y is excluded
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bool crossing =
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(seg.y > vXY.y != seg.w > vXY.y) &&
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(vXY.x > (seg.z - seg.x)*(vXY.y - seg.y) / (seg.w - seg.y) + seg.x);
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bool crossingUp = seg.y < seg.w;
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winds += crossing ? (crossingUp ? -1.0 : 1.0) : 0.0;
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}
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}
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}
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bool inside = winds != 0.0;
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///////////////////////////////////////////////////////////////////////////
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-
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// Calculate \`res\`: the distance to the nearest curve
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///////////////////////////////////////////////////////////////////////////
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float res = 1.0; // sdf result
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-
if ((inside && (
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if ((inside && ((uTestInOut & 1) != 0)) || (!inside && ((uTestInOut & 2) != 0))) {
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int cellIdxS = closeCellIdxRange.x;
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int cellLen = closeCellIdxRange.y;
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// Iterate over all relevant cell indexes
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@@ -125,9 +157,8 @@ void main() {
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// Fetch segment from texture
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vec4 seg = texelFetch(uSegs, ivec2(j%256, j/256), 0);
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// Find unsigned distance to the segment; only the nearest will be kept
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// Find normalized unsigned distance to the segment; only the nearest will be kept
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float d = absDistToSegment(vXY, seg.xy, seg.zw);
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// Apply exponential transform
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float val = clamp(d / uMaxDistance, 0.0, 1.0);
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res = min(res, val);
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// DEBUG!
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// float alpha = ((instanceId + instanceId/${ROW_COUNT}) % 2 == 0 ? 0.3 : 0.5);
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res = pow(1.0 - val, exponent) * 0.5;
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float alpha = res == 1.0 ? 0.0 : 0.5;
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float red = inside ? 0.2 : 0.8;
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float green = abs(sin(25.0 * res));
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float blue = 0.5;
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${calcFragColorStr}
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FragColor = vec4(red, green, blue, alpha);
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}
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`;
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cache[
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cache[key] = main_Fragment;
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return main_Fragment;
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}
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export { getFragment };
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export { getFragment, GLSL_PATTERN1, GLSL_DEFAULT };
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//# sourceMappingURL=fragment.js.map
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@@ -1 +1 @@
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-
{"version":3,"file":"fragment.js","sourceRoot":"","sources":["../../src/shaders/fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAG5C,MAAM,KAAK,GAAkD,EAAE,CAAC;AAGhE,SAAS,WAAW,CACZ,QAAgB,EAChB,QAAgB;
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{"version":3,"file":"fragment.js","sourceRoot":"","sources":["../../src/shaders/fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAG5C,MAAM,KAAK,GAAkD,EAAE,CAAC;AAGhE,MAAM,aAAa,GAAG;;;;;;;;CAQrB,CAAC;AAGF,MAAM,YAAY,GAAG;;;;;;;;CAQpB,CAAC;AAGF,SAAS,WAAW,CACZ,QAAgB,EAChB,QAAgB,EAChB,gBAAwB,EACxB,IAAY;IAEhB,0EAA0E;IAC1E,sDAAsD;IACtD,MAAM,GAAG,GAAG,CAAC,CAAC,IAAE,EAAE,CAAC,GAAC,CAAC,GAAG,GAAC,QAAQ,GAAG,QAAQ,CAAC,GAAG,IAAI,CAAC;IACrD,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,CAAC,CAAC;IAC5B,IAAI,QAAQ,KAAK,SAAS,EAAE,CAAC;QAAC,OAAO,QAAQ,CAAC;IAAC,CAAC;IAEpD,MAAM,aAAa;IACnB,QAAQ,CAAA;;;;;;;;;;;;;;;gCAewB,CAAC,SAAS,GAAG,CAAC,GAAC,QAAQ,CAAC,GAAC,CAAC,QAAQ,GAAG,CAAC,GAAC,QAAQ,CAAC,GAAG,CAAC;;;iCAGnD,SAAS,GAAG,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;0CAgEJ,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iDA2DF,SAAS;;;MAGpD,gBAAgB;;;;CAIrB,CAAA;IAEG,KAAK,CAAC,GAAG,CAAC,GAAG,aAAa,CAAC;IAC3B,OAAO,aAAa,CAAC;AACzB,CAAC;AAGD,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,YAAY,EAAE,CAAA"}
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@@ -6,13 +6,8 @@ import type { Texture } from "./texture";
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*
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* * `textures`
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* * `programs`
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* * `framebufferStack`
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*
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* so they don't have to be recreated on each draw call.
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*
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* * an optional `width` and `height` that can be used for any purpose and that are not
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* set or read by any function within the library
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*
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*/
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interface GlContext {
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readonly gl: WebGL2RenderingContext;
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import { debugShaders } from "../debug-shaders.js";
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const cache = new WeakMap();
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/**
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* Returns a `GlContext` by reference via a cache of `WebGL2RenderingContext`s.
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@@ -13,6 +14,7 @@ function getWebGlContext(gl) {
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return glContext;
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}
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}
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debugShaders(gl);
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const programs = {};
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const textures = {};
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const glContext = { gl, textures, programs };
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{"version":3,"file":"get-web-gl-context.js","sourceRoot":"","sources":["../../src/webgl-utils/get-web-gl-context.ts"],"names":[],"mappings":"
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{"version":3,"file":"get-web-gl-context.js","sourceRoot":"","sources":["../../src/webgl-utils/get-web-gl-context.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AAGnD,MAAM,KAAK,GAAG,IAAI,OAAO,EAAqC,CAAC;AAG/D;;;;;;GAMG;AACH,SAAS,eAAe,CAChB,EAA0B;IAE9B,CAAC;QACG,MAAM,SAAS,GAAG,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;QAChC,IAAI,SAAS,EAAE,CAAC;YAAC,OAAO,SAAS,CAAC;QAAC,CAAC;IACxC,CAAC;IAED,YAAY,CAAC,EAAE,CAAC,CAAC;IAEjB,MAAM,QAAQ,GAAgC,EAAE,CAAC;IACjD,MAAM,QAAQ,GAAgC,EAAE,CAAC;IAEjD,MAAM,SAAS,GAAc,EAAE,EAAE,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;IAExD,EAAE,CAAC,MAAM,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,KAAK,CAAC,EAAE;QACnD,iGAAiG;QAEjG,cAAc,CAAC,QAAQ,CAAC,CAAC;QACzB,cAAc,CAAC,QAAQ,CAAC,CAAC;QACzB,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;QAEjB,SAAS,CAAC,aAAa,EAAE,CAAC,KAAK,CAAC,CAAC;IACrC,CAAC,EAAE,KAAK,CAAC,CAAC;IAEV,KAAK,CAAC,GAAG,CAAC,EAAE,EAAE,SAAS,CAAC,CAAC;IAEzB,OAAO,SAAS,CAAC;AACrB,CAAC;AAGD,SAAS,cAAc,CAAC,CAA6B;IACjD,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AACtD,CAAC;AAGD,OAAO,EAAE,eAAe,EAAE,CAAA"}
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package/package.json
CHANGED
package/src/debug-shaders.ts
CHANGED
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1
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-
import { getFragment } from "./shaders/fragment.js";
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import { getFragment, GLSL_DEFAULT } from "./shaders/fragment.js";
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import { vertex } from "./shaders/vertex.js";
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@@ -27,7 +27,7 @@ function debugShaders(
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try {
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debugGlsl(gl, gl.VERTEX_SHADER, vertex);
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debugGlsl(gl, gl.FRAGMENT_SHADER, getFragment(32,
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debugGlsl(gl, gl.FRAGMENT_SHADER, getFragment(32,2, GLSL_DEFAULT, 0));
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} catch (e) {
|
|
32
32
|
console.log(e);
|
|
33
33
|
throw e;
|
package/src/generate-sdf.ts
CHANGED
|
@@ -1,17 +1,38 @@
|
|
|
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
9
|
import { GlContext } from './types/gl-context.js';
|
|
10
|
-
import { debugShaders } from './debug-shaders.js';
|
|
11
10
|
|
|
12
11
|
const { ceil, min, max } = Math;
|
|
13
12
|
|
|
14
13
|
|
|
14
|
+
interface SdfOptions {
|
|
15
|
+
/** the position where to draw, x-coordinate */
|
|
16
|
+
readonly x?: number | undefined;
|
|
17
|
+
readonly y?: number | undefined;
|
|
18
|
+
readonly testInteriorExterior?: boolean | undefined;
|
|
19
|
+
readonly calcSdfForInside?: boolean | undefined;
|
|
20
|
+
readonly calcSdfForOutside?: boolean | undefined;
|
|
21
|
+
readonly customData?: [number,number,number,number] | undefined;
|
|
22
|
+
readonly glslRgbaCalcStr?: string | undefined;
|
|
23
|
+
readonly colorMask: [boolean,boolean,boolean,boolean];
|
|
24
|
+
}
|
|
25
|
+
|
|
26
|
+
|
|
27
|
+
const defaultSdfOptions: SdfOptions = {
|
|
28
|
+
x: 0, y: 0,
|
|
29
|
+
testInteriorExterior: true,
|
|
30
|
+
calcSdfForInside: true, calcSdfForOutside: true,
|
|
31
|
+
customData: [1,0,0,0],
|
|
32
|
+
colorMask: [true, true, true, true]
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
|
|
15
36
|
/**
|
|
16
37
|
* Generates an sdf (signed distance field) from the given bezier curves,
|
|
17
38
|
* viewbox, etc. and renders the result
|
|
@@ -22,16 +43,81 @@ const { ceil, min, max } = Math;
|
|
|
22
43
|
* thereof) given by given by their ordered control points,
|
|
23
44
|
* e.g. `[ [[0,0],[1,1],[2,1],[2,0]], [[2,0],[7,2],[1,5],[8,6]], ... ]` **OR**
|
|
24
45
|
* * an SVG string, e.g. "M26.53 478.83 C028.89 481.61 031.33 484.32 ..."
|
|
46
|
+
* @param viewbox the viewbox given as `[x1,x2,y1,y2]` (**not as** `[x,y,widht,height]`)
|
|
25
47
|
* @param width the width of the drawing rectangle
|
|
26
48
|
* @param height the height of the drawing rectangle
|
|
27
|
-
* @param viewbox the viewbox
|
|
28
49
|
* @param maxDistance maximum sdf distance
|
|
29
|
-
* @param
|
|
30
|
-
*
|
|
31
|
-
*
|
|
32
|
-
*
|
|
33
|
-
* @param
|
|
34
|
-
* @param
|
|
50
|
+
* @param options optional additional options (see below)
|
|
51
|
+
*
|
|
52
|
+
* **The following are properties of the `options` parameters**
|
|
53
|
+
*
|
|
54
|
+
* @param x defaults to `0`; the position where to draw on the canvas, x-coordinate
|
|
55
|
+
* @param y defaults to `0`; the position where to draw on the canvas, y-coordinate
|
|
56
|
+
* @param colorMask defaults to `[true,true,true,true]`; an array of length 4 for the rgba color mask values;
|
|
57
|
+
* will be called as `gl.setColorMask(...colorMask)` to allow/prevent selected color channels from updating
|
|
58
|
+
* @param testInteriorExterior defaults to `true`;
|
|
59
|
+
* if `false` winds will always be `0.0` and only an un-signed sdf can be calculated since all
|
|
60
|
+
* fragments are considered outside
|
|
61
|
+
* @param calcSdfForInside defaults to `true`;
|
|
62
|
+
* if `false` the sdf will not be calculate for the inside of the shape, in the shader, `res` will always be `1.0`
|
|
63
|
+
* @param calcSdfForOutside defaults to `true`;
|
|
64
|
+
* if `false` the sdf will not be calculate for the outside of the shape, in the shader, `res` will always be `1.0`
|
|
65
|
+
* @param customData optional custom data (must be an array of 4 numbers) to send to
|
|
66
|
+
* the fragment shader as a uniform, e.g. exponent, scale, a timer, or whatever
|
|
67
|
+
* @param glslRgbaCalcStr a glsl string (#version 300 es) inserted at the end of
|
|
68
|
+
* the fragment shader to modify the output frag color in any way (you can also discard the fragment);
|
|
69
|
+
* see below for available variables that can be used;
|
|
70
|
+
*
|
|
71
|
+
* defaults to (designed to match webgl-sdf-generator)
|
|
72
|
+
* ```glsl
|
|
73
|
+
* float exponent = uCustom.x;
|
|
74
|
+
* float adj = 0.5*pow(1.0 - res, exponent);
|
|
75
|
+
* res = inside ? 1.0 - adj : adj;
|
|
76
|
+
* float red = res;
|
|
77
|
+
* float green = res;
|
|
78
|
+
* float blue = res;
|
|
79
|
+
* float alpha = 0.5;
|
|
80
|
+
*
|
|
81
|
+
* ```
|
|
82
|
+
* You must define and assign \`red\`, \`green\`, \`blue\` and \`alpha\`.
|
|
83
|
+
*
|
|
84
|
+
* Usable variables:
|
|
85
|
+
* ```glsl
|
|
86
|
+
* // the result of the distance calculation for this fragment, a value from 0.0 to 1.0
|
|
87
|
+
* // with 1.0 occuring when the fragment is >= maxDistance away and 0.0 when the
|
|
88
|
+
* // fragment is exactly on a curve
|
|
89
|
+
* float res
|
|
90
|
+
*
|
|
91
|
+
* // the number of anti-clockwise winds around the fragment, a value != 0
|
|
92
|
+
* // means the fragment is inside the shape
|
|
93
|
+
* float winds
|
|
94
|
+
*
|
|
95
|
+
* // 4 custom values set via an options parameter of `generateSdf`; defaults to `[1,0,0,0]`;
|
|
96
|
+
* // the first value is used as the exponent within the default `glslRgbaCalcStr`
|
|
97
|
+
* vec4 uCustom;
|
|
98
|
+
*
|
|
99
|
+
* // the max distance value supplied via `generateSdf`
|
|
100
|
+
* float uMaxDistance
|
|
101
|
+
*
|
|
102
|
+
* // bit 0 -> calc sdf when fragment is inside; defaults to 1,
|
|
103
|
+
* // bit 1 -> calc sdf when fragment is outside; defaults to 1
|
|
104
|
+
* // bit 1 -> calc `winds` (required for signing the distance); defaults to 1
|
|
105
|
+
* // note: when the distance calculation is not done (via options from `generateSdf`),
|
|
106
|
+
* `res` will be set to 1.0 (max distance away)
|
|
107
|
+
* int uTestInOut
|
|
108
|
+
*
|
|
109
|
+
* // the original x,y coordinates of the fragment in the original space provided
|
|
110
|
+
* // via the `viewbox` in `generateSdf`, e.g. the very bottom-left fragment
|
|
111
|
+
* // will have vXY == (viebox[0], viebox[1]) and the very top right will have
|
|
112
|
+
* // coordinates vXY == (viebox[2], viebox[3])
|
|
113
|
+
* vec2 vXY
|
|
114
|
+
*
|
|
115
|
+
* // whether the point is inside or outside the shape, often used to sign `res`
|
|
116
|
+
* // it is identical to `winds != 0`
|
|
117
|
+
* bool inside
|
|
118
|
+
*
|
|
119
|
+
* // pretty much useless unless you want to create a checkerboard pattern for no good reason
|
|
120
|
+
* int instanceId
|
|
35
121
|
*/
|
|
36
122
|
function generateSdf(
|
|
37
123
|
glContext: GlContext,
|
|
@@ -39,21 +125,13 @@ function generateSdf(
|
|
|
39
125
|
viewbox: [number,number,number,number],
|
|
40
126
|
width: number,
|
|
41
127
|
height: number,
|
|
42
|
-
x = 0, y = 0,
|
|
43
128
|
maxDistance: number,
|
|
44
|
-
|
|
45
|
-
inclOutside = true,
|
|
46
|
-
customData: [number,number,number,number],
|
|
47
|
-
|
|
48
|
-
// TODO
|
|
49
|
-
channel = 0) {
|
|
129
|
+
options: SdfOptions = defaultSdfOptions) {
|
|
50
130
|
|
|
51
131
|
const psss = typeof bezierCurves_or_svgStr === 'string'
|
|
52
132
|
? getPathsFromStr(bezierCurves_or_svgStr)
|
|
53
133
|
: bezierCurves_or_svgStr;
|
|
54
134
|
|
|
55
|
-
// const glContext = getWebGLContext(gl);
|
|
56
|
-
|
|
57
135
|
let stretch = 1;
|
|
58
136
|
const aspectRatio = width/height;
|
|
59
137
|
if (aspectRatio > MAX_ASPECT_RATIO_BEFORE_STRETCH) {
|
|
@@ -69,23 +147,41 @@ function generateSdf(
|
|
|
69
147
|
|
|
70
148
|
const padCount = 2*ceil(min(maxDistance, maxDim)/cellSize/2);
|
|
71
149
|
|
|
150
|
+
const { glslRgbaCalcStr } = options;
|
|
151
|
+
const hash = calcStrHash(glslRgbaCalcStr || '');
|
|
152
|
+
|
|
72
153
|
const programMain = initProgram(
|
|
73
|
-
glContext, `main${colCount}-${padCount}`,
|
|
74
|
-
vertex, getFragment(colCount, padCount)
|
|
154
|
+
glContext, `main${colCount}-${padCount}-${hash}`,
|
|
155
|
+
vertex, getFragment(colCount, padCount, glslRgbaCalcStr || GLSL_DEFAULT, hash)
|
|
75
156
|
);
|
|
76
157
|
|
|
77
158
|
const { gl } = glContext;
|
|
78
159
|
|
|
79
|
-
// debugShaders(gl); // comment for production
|
|
80
|
-
|
|
81
160
|
gl.useProgram(programMain.program);
|
|
82
161
|
mainProgram(
|
|
83
162
|
glContext, programMain,
|
|
84
|
-
psss, viewbox, maxDistance,
|
|
85
|
-
|
|
86
|
-
|
|
163
|
+
psss, viewbox, maxDistance,
|
|
164
|
+
width, height,
|
|
165
|
+
options,
|
|
166
|
+
colCount, cellSize, padCount, stretch,
|
|
167
|
+
|
|
87
168
|
);
|
|
88
169
|
}
|
|
89
170
|
|
|
90
171
|
|
|
91
|
-
|
|
172
|
+
/**
|
|
173
|
+
* Calculates and returns a hash of the given string
|
|
174
|
+
*/
|
|
175
|
+
function calcStrHash(str: string) {
|
|
176
|
+
if (!str) return 0;
|
|
177
|
+
|
|
178
|
+
let hash = 5381;
|
|
179
|
+
for (let i=0; i<str.length; i++) {
|
|
180
|
+
hash = ((hash << 5) + hash) + str.charCodeAt(i);
|
|
181
|
+
}
|
|
182
|
+
|
|
183
|
+
return hash >>> 0; // Convert to unsigned 32-bit integer
|
|
184
|
+
}
|
|
185
|
+
|
|
186
|
+
|
|
187
|
+
export { generateSdf, SdfOptions }
|
package/src/index.ts
CHANGED
package/src/main-program.ts
CHANGED
|
@@ -7,6 +7,7 @@ import { GlContext } from './types/gl-context.js';
|
|
|
7
7
|
import { prepareBuffers } from './prepare-buffers.js';
|
|
8
8
|
import { TEX_WIDTH } from './tex-width.js';
|
|
9
9
|
import { ROW_COUNT } from './row-count.js';
|
|
10
|
+
import { SdfOptions } from './generate-sdf.js';
|
|
10
11
|
|
|
11
12
|
|
|
12
13
|
const SEG_TEX_INDEX = 0;
|
|
@@ -21,14 +22,11 @@ function mainProgram(
|
|
|
21
22
|
psss: number[][][][],
|
|
22
23
|
viewbox: [number,number,number,number],
|
|
23
24
|
maxDistance: number,
|
|
24
|
-
inclInside: boolean,
|
|
25
|
-
inclOutside: boolean,
|
|
26
|
-
customData: [number, number, number, number],
|
|
27
|
-
|
|
28
|
-
x: number,
|
|
29
|
-
y: number,
|
|
30
25
|
width: number,
|
|
31
26
|
height: number,
|
|
27
|
+
|
|
28
|
+
options: SdfOptions,
|
|
29
|
+
|
|
32
30
|
colCount: number,
|
|
33
31
|
cellSize: number,
|
|
34
32
|
padCount: number,
|
|
@@ -36,6 +34,13 @@ function mainProgram(
|
|
|
36
34
|
|
|
37
35
|
const { gl } = glContext;
|
|
38
36
|
|
|
37
|
+
const {
|
|
38
|
+
x = 0, y = 0, testInteriorExterior = true,
|
|
39
|
+
calcSdfForInside = true, calcSdfForOutside = true,
|
|
40
|
+
customData = [1,0,0,0],
|
|
41
|
+
colorMask = [true,true,true,true]
|
|
42
|
+
} = options;
|
|
43
|
+
|
|
39
44
|
const vertices: number[] = [];
|
|
40
45
|
const x0 = 0;
|
|
41
46
|
const y0 = 0;
|
|
@@ -82,7 +87,11 @@ function mainProgram(
|
|
|
82
87
|
// Init/update uniforms
|
|
83
88
|
setUniform_('2f', 'uWidthHeight', width, height);
|
|
84
89
|
setUniform_('1f', 'uMaxDistance', maxDistance);
|
|
85
|
-
setUniform_('1i', '
|
|
90
|
+
setUniform_('1i', 'uTestInOut',
|
|
91
|
+
(calcSdfForInside ? 1 : 0) +
|
|
92
|
+
(calcSdfForOutside ? 2 : 0) +
|
|
93
|
+
(testInteriorExterior ? 4 : 0)
|
|
94
|
+
);
|
|
86
95
|
setUniform_('4f', 'uCustom', ...customData);
|
|
87
96
|
|
|
88
97
|
setUniformBlock(programMain)('SegIdxRangePerCellBlock', 0, segIdxs_PerCell_Range_Arr);
|
|
@@ -154,6 +163,8 @@ function mainProgram(
|
|
|
154
163
|
|
|
155
164
|
gl.viewport(x, y, width, height);
|
|
156
165
|
|
|
166
|
+
gl.colorMask(...colorMask);
|
|
167
|
+
|
|
157
168
|
// draw a square colCount * ROW_COUNT times - 6 vertics
|
|
158
169
|
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, colCount*ROW_COUNT);
|
|
159
170
|
|