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cube_editor_tutorial.html
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cube_editor_tutorial.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>
/* materials (cube selection state), have ctrl + d, ctrl + z, ctrl + shift + z show up onscreen when they become possible */
const canvas = document.getElementById('glcanvas');
const gl = canvas.getContext('webgl2', {antialias: 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
);
})();
let shaders;
/* compile shaders */
{
const vs_geo = `
attribute vec3 a_pos;
attribute vec4 a_color;
uniform mat4 u_matrix;
uniform vec4 u_color;
varying vec4 v_color;
void main() {
gl_Position = u_matrix * vec4(a_pos.xyz, 1);
v_color = u_color*0.85 + 0.15*a_color;
}`;
const fs_geo = `
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}`;
/* one notable difference in gizmo's shaders (compared to geo's) is that
* gizmo passes in the 4th coordinate from CPU-side. */
const vs_gizmo = `
attribute vec4 a_pos;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
gl_Position = a_pos;
v_color = a_color;
}`;
const fs_gizmo = `
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}`;
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 = 30.0; // 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));
vec2 uv = (v_uv - 0.5) + 0.5/N;
float grid = gridTextureGradBox(uv, dFdx(uv), dFdy(uv));
frag_color = vec4(1.0 - grid);
frag_color *= 0.25;
frag_color *= 0.3 + 0.6*smoothstep(0.0, 0.1, 1.0 - length(v_uv)/5.5);
}`;
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;
}
shaders = {
geo: createProgram(gl, vs_geo , fs_geo ),
grid: createProgram(gl, vs_grid , fs_grid ),
gizmo: createProgram(gl, vs_gizmo, fs_gizmo),
}
}
const ALIGN_LEFT = 0;
const ALIGN_CENTER = 1;
/* higher number = prettier text using more VRAM */
const SDF_FONT_SIZE = 48;
/* one draw call's worth of font data (text geometry, scale, color) */
class FontBuf {
/**
* @param {AtlasSDF} sdfs font atlas data associated with this font's SDFs
*/
constructor(sdfs, dynamic_scale, color) {
this.sdfs = sdfs;
this.dynamic_scale = dynamic_scale;
this.color = color;
this.z = -0.2;
this.text_vbuf_pos = [];
this.text_vbuf_uv = [];
}
drawText(str, x, y, align) {
const { sdfs } = this;
const fontsize = SDF_FONT_SIZE;
const buf = fontsize / 8;
const width = fontsize + buf * 2; // glyph width
const height = fontsize + buf * 2; // glyph height
const bx = 0; // bearing x
const scale = this.dynamic_scale / fontsize;
const lineWidth = str.length * fontsize * scale;
const pen = { x, y };
if (align == ALIGN_CENTER) {
pen.x -= (str.split('').reduce((a, c) => a + sdfs[c].glyph.glyphAdvance, 0) / 2) * scale;
}
for (let i = 0; i < str.length; i++) {
const posX = sdfs[str[i]].x; // pos in sprite x
const posY = sdfs[str[i]].y; // pos in sprite y
const advance = sdfs[str[i]].glyph.glyphAdvance;
const by = sdfs[str[i]].glyph.glyphTop - (fontsize / 2 + buf); // bearing y
this.text_vbuf_pos.push(
pen.x + ((bx - buf) * scale) , pen.y - by * scale , this.z,
pen.x + ((bx - buf + width) * scale), pen.y - by * scale , this.z,
pen.x + ((bx - buf) * scale) , pen.y + (height - by) * scale, this.z,
pen.x + ((bx - buf + width) * scale), pen.y - by * scale , this.z,
pen.x + ((bx - buf) * scale) , pen.y + (height - by) * scale, this.z,
pen.x + ((bx - buf + width) * scale), pen.y + (height - by) * scale, this.z
);
this.text_vbuf_uv.push(
posX, posY,
posX + width, posY,
posX, posY + height,
posX + width, posY,
posX, posY + height,
posX + width, posY + height
);
pen.x = pen.x + advance * scale;
}
return pen.x;
}
clear() {
this.text_vbuf_pos = [];
this.text_vbuf_uv = [];
}
}
class TextRenderer {
constructor(gl) {
this.pMatrix = mat4_create();
/* maps character to location in spritesheet/font_atlas */
this.sdfs = {};
this.font_atlas = gl.createTexture();
this.font_bufs = [];
this.buf = {
text_vbuf_pos: gl.createBuffer(),
text_vbuf_uv: gl.createBuffer()
};
/* compile shaders */
{
const vs_text = `
attribute vec3 a_pos;
attribute vec2 a_texcoord;
uniform mat4 u_matrix;
uniform vec2 u_texsize;
varying vec2 v_texcoord;
void main() {
gl_Position = u_matrix * vec4(a_pos.xyz, 1);
v_texcoord = a_texcoord / u_texsize;
}`;
const fs_text = `
precision mediump float;
uniform sampler2D u_texture;
uniform vec4 u_color;
uniform float u_buffer;
uniform float u_gamma;
varying vec2 v_texcoord;
void main() {
float dist = texture2D(u_texture, v_texcoord).r;
float alpha = smoothstep(u_buffer - u_gamma, u_buffer + u_gamma, dist);
gl_FragColor = vec4(u_color.rgb, alpha * u_color.a);
}`;
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;
}
this.shaders = {
text: createProgram(gl, vs_text, fs_text),
}
}
/* 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.text.program);
gl.enableVertexAttribArray(this.shaders.text.a_pos);
gl.enableVertexAttribArray(this.shaders.text.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.text.u_texsize, sdfImage.width, sdfImage.height);
}
return this;
})
}
/**
* @param scale {Number} size of text vertically in pixels
*/
useFont(scale, color) {
const fb = new FontBuf(this.sdfs, scale, color);
this.font_bufs.push(fb);
return fb;
}
clear() {
for (const font_buf of this.font_bufs) {
font_buf.clear();
}
}
render(gl) {
const pMatrix = mat4_ortho(this.pMatrix, 0, gl.canvas.width, gl.canvas.height, 0, 1, -1);
gl.viewport(
0,
0,
gl.canvas.width,
gl.canvas.height
);
gl.useProgram(this.shaders.text.program);
/* set up premultiplied alpha */
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE);
gl.enable(gl.BLEND);
for (const fb of this.font_bufs) {
const gamma = 2;
gl.uniformMatrix4fv(this.shaders.text.u_matrix, false, pMatrix);
gl.uniform4fv(this.shaders.text.u_color, fb.color);
gl.uniform1f(this.shaders.text.u_buffer, 0.75);
gl.uniform1f(this.shaders.text.u_gamma, gamma * 1.4142 / fb.dynamic_scale);
/* upload/bind geometry */
const vbuf_count = fb.text_vbuf_pos.length / 3;
{
gl.bindBuffer(gl.ARRAY_BUFFER, this.buf.text_vbuf_pos);
gl.vertexAttribPointer(this.shaders.text.a_pos, 3, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fb.text_vbuf_pos), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buf.text_vbuf_uv);
gl.vertexAttribPointer(this.shaders.text.a_texcoord, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(fb.text_vbuf_uv), gl.STATIC_DRAW);
}
/* bind texture */
{
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.font_atlas);
gl.uniform1i(this.shaders.text.u_texture, 0);
}
gl.drawArrays(gl.TRIANGLES, 0, vbuf_count);
}
}
}
const buf = {
geo_v_pos: gl.createBuffer(),
geo_v_color: gl.createBuffer(),
geo_i: gl.createBuffer(),
gizmo_v_pos: gl.createBuffer(),
gizmo_v_color: gl.createBuffer(),
gizmo_i: gl.createBuffer(),
grid_v_pos: gl.createBuffer(),
grid_v_uv: gl.createBuffer(),
grid_i: gl.createBuffer(),
};
const palette = [
/* lamp */
[
[0.148438, 0.273438, 0.324219, 1],
[0.164063, 0.613281, 0.558594, 1],
[0.910156, 0.765625, 0.414063, 1],
[0.953125, 0.632813, 0.378906, 1],
[0.902344, 0.433594, 0.316406, 1]
],
/* forest */
[
[0.937500, 0.914063, 0.820313, 1],
[0.863281, 0.894531, 0.710938, 1],
[0.675781, 0.753906, 0.468750, 1],
[0.660156, 0.515625, 0.402344, 1],
[0.421875, 0.343750, 0.296875, 1]
],
/* truck */
[
[0.468750, 0.000000, 0.000000, 1],
[0.753906, 0.070313, 0.121094, 1],
[0.988281, 0.937500, 0.832031, 1],
[0.000000, 0.187500, 0.285156, 1],
[0.398438, 0.605469, 0.734375, 1]
]
][0];
const ACTION_TRANSFORM = 0;
const ACTION_SPAWN = 1;
const ACTION_DELETE = 2;
const ACTION_COLOR = 3;
const ACT_DO = 1 << 0;
const ACT_UNDO = 1 << 1;
const ACT_KEEP_UNDONE = 1 << 2;
/* TODO: look into refactoring ACTION_TRANSFORM (usage of, i.e. outside of this function)
* so that a save.entities[i].transform isn't modified until the action is complete,
* to prevent leaving the world in invalid states where actions are half-applied?
*
* maybe only do this if related bugs are found. */
function action_apply(dir, action) {
if (dir & ACT_DO ) save.actions.push(action);
if (dir & ACT_UNDO) save.actions_undone.push(action = save.actions.pop());
if ((dir & ACT_DO) && !(dir & ACT_KEEP_UNDONE)) save.actions_undone = [];
if (action.kind == ACTION_TRANSFORM) {
if (dir & ACT_DO ) action.removed_transform = mat4_create(),
action.removed_transform.set(save.entities[action.index].transform);
if (dir & ACT_DO ) save.entities[action.index].transform.set(action.transform);
if (dir & ACT_UNDO) save.entities[action.index].transform.set(action.removed_transform);
}
if (action.kind == ACTION_COLOR) {
if (dir & ACT_DO ) action.removed_color = save.entities[action.index].color;
if (dir & ACT_DO ) save.entities[action.index].color = action.color;
if (dir & ACT_UNDO) save.entities[action.index].color = action.removed_color;
}
if (action.kind == ACTION_SPAWN) {
if (dir & ACT_DO ) save.entities.push(action.ent);
if (dir & ACT_UNDO) save.entities.pop();
}
if (action.kind == ACTION_DELETE) {
if (dir & ACT_DO ) action.removed_ent = save.entities.splice(action.index, 1)[0];
if (dir & ACT_UNDO) save.entities.push(action.removed_ent);
}
}
const save_tut = {
level: -1
};
const save = save_init({});
function save_init(save) {
save.actions = [];
save.actions_undone = [];
save.entities = [];
return save;
}
let input = input_init({});
function input_init(input) {
/* camera/controls = */
/* { */
input.pitch = Math.PI*0.25;
input.yaw = -Math.PI*0.25;
input.eye = [0, 0, 0, 1];
input.cam_pivot_x = 0;
input.cam_pivot_y = 0;
input.cam_pivot_z = 0;
/* picking */
input.last_u_vp_inv = mat4_create();
input.last_u_vp = mat4_create();
/* } */
/* globalized input */
/* { */
input.lmb_down = false;
input.lmb_released = false; /* true for a frame after up */
input.lmb_down_x = 0; /* for when we need to calculate our own "movementX" in the context of an action */
input.lmb_down_y = 0;
input.rmb_down = false;
input.mouse_x = 0;
input.mouse_y = 0;
input.damped_event ??= {};
input.damped_event.button = 0;
input.damped_event.movementX = 0;
input.damped_event.movementY = 0;
input.zoom = 10;
input.scroll = 0;
input.keysdown = new Map();
/* } */
/* global selection state */
/* { */
input.entity_hovered = -1; /* this is an index into save.entities */
input.entity_selected = -1; /* this is an index into save.entities */
/* } */
/* gizmo */
/* { */
input.lmb_down_transform = mat4_create();
input.captured_mouse = -1; /* this is a "gizmo ID" as defined in the context of "function gizmo" */
/* } */
return input;
}
window.onkeydown = e => {
if (e.code == "Delete") {
action_apply(ACT_DO, { kind: ACTION_DELETE, index: input.entity_selected });
input.entity_selected = -1;
input.entity_hovered = -1;
input.captured_mouse = -1;
}
if (e.ctrlKey && e.code == "KeyZ") {
if (!e.shiftKey) {
action_apply(ACT_UNDO);
} else {
/* TODO: message here explaining actions_undone stack is empty */
if (save.actions_undone.length > 0) {
action_apply(ACT_DO | ACT_KEEP_UNDONE, save.actions_undone.pop());
/* undo/redoing should probably clear your active hover-state */
input.captured_mouse = -1;
}
}
input.entity_hovered = -1;
input.entity_selected = -1;
/* undo/redoing should probably clear your active hover-state */
input.captured_mouse = -1;
}
if (e.ctrlKey && e.code == "KeyD") {
const selected = save.entities[input.entity_selected]
let ent = {
transform: new Float32Array(selected.transform),
color: selected.color
};
action_apply(ACT_DO, { kind: ACTION_SPAWN, ent });
e.preventDefault();
}
input.keysdown.set(e.code, 1);
}
window.onkeyup = e => {
input.keysdown.set(e.code, 0);
}
let wheelTimeout;
window.addEventListener("wheel", e => {
e.preventDefault();
if (input.lmb_down) return;
input.scroll = Math.sign(e.deltaY);
clearTimeout(wheelTimeout);
wheelTimeout = setTimeout(() => input.scroll = 0, 100)
}, { passive: false });
window.ondblclick = () => {
input.entity_selected = input.entity_hovered;
}
window.onmousedown = ev => {
ev.preventDefault();
if (ev.button == 0 && ev.shiftKey) {
input.rmb_down = true;
return;
}
if (ev.button == 2 || (ev.button == 0 && ev.shiftKey))
input.rmb_down = true;
if (ev.button == 0) {
input.lmb_released = true;
input.lmb_down = true;
input.lmb_down_x = ev.offsetX;
input.lmb_down_y = ev.offsetY;
if (input.entity_selected >= 0) {
input.lmb_down_transform.set(save.entities[input.entity_selected].transform);
}
}
};
window.onmousemove = ev => {
input.damped_event.button = ev.button;
input.damped_event.movementX = ev.movementX;
input.damped_event.movementY = ev.movementY;
input.mouse_x = ev.offsetX;
input.mouse_y = ev.offsetY;
};
window.oncontextmenu = ev => ev.preventDefault();
window.onmouseup = ev => {
ev.preventDefault();
if (ev.button == 0 && ev.shiftKey) {
input.rmb_down = false;
return;
}
if (ev.button == 2) input.rmb_down = false;
if (ev.button == 0) input.lmb_down = false;
/* record undo/redo for the action you just released */
if (ev.button == 0 && input.entity_selected >= 0) {
const tmp = mat4_create();
tmp.set(save.entities[input.entity_selected].transform);
save.entities[input.entity_selected].transform.set(input.lmb_down_transform);
action_apply(ACT_DO, {
kind: ACTION_TRANSFORM,
index: input.entity_selected,
transform: tmp
});
}
};
/* stupidly verbose way to do this but i do not care right now */
let tr = { clear: () => {}, render: () => {} };
let fonts = {
title: { drawText: () => {} },
done: { drawText: () => {} },
todo: { drawText: () => {} },
later: { drawText: () => {} }
};
const TITLE_COLOR_YAY = [0.70, 0.38, 0.90, 0.95];
const TITLE_COLOR_NORMAL = [0.38, 0.70, 0.90, 0.95];
new TextRenderer(gl).then(x => {
tr = x;
fonts = {
title: tr.useFont(window.devicePixelRatio*40, [0.70, 0.38, 0.90, 0.95]),
done: tr.useFont(window.devicePixelRatio*25, [0.20, 0.90, 0.40, 0.95]),
todo: tr.useFont(window.devicePixelRatio*25, [0.01, 0.90, 0.90, 0.95]),
later: tr.useFont(window.devicePixelRatio*25, [0.28, 0.40, 0.50, 0.95]),
};
});
requestAnimationFrame(function frame(timestamp) {
requestAnimationFrame(frame);
/* clear text buffers for reuse */
tr.clear();
/* this will be overridden before rendering if the level is complete */
fonts.title.color = TITLE_COLOR_NORMAL;
/* we could apply these changes directly in the event handlers, but the result feels "low fps"
* because we don't get input events at 60fps. so instead, we apply the changes every frame
* and simply "damp them" so that they get weaker every frame.
*
* (this should probably use delta time rather than simply *= 0.8) */
{
const ev = input.damped_event;
if (input.captured_mouse == -1) {
/* based on the assumption that if you're zoomed in more,
* you're doing finer-detailed work and want more precise movements. */
const zoom_fudge = Math.sqrt(input.zoom/10.0)*2.0;
if (input.lmb_down) {
input.pitch -= ev.movementX * 0.0035 * zoom_fudge;
input.yaw -= ev.movementY * 0.0035 * zoom_fudge;
}
if (input.rmb_down) {
const unit = [0, -ev.movementX*0.0125*zoom_fudge, ev.movementY*0.0125*zoom_fudge, 1];
{
const view = mat4_create();
const scratch = mat4_create();
mat4_from_z_rotation(scratch, input.pitch);
mat4_mul(view, view, scratch);
mat4_from_y_rotation(scratch, input.yaw);
mat4_mul(view, view, scratch);
mat4_transform_vec4(unit, unit, view);
}
input.cam_pivot_x += unit[0];
input.cam_pivot_y += unit[1];
input.cam_pivot_z += unit[2];
}
if (!(input.lmb_down || input.rmb_down)) do {
/* instead of ray vs. box intersection, for the last selected, since their gizmos
* are being displayed/interacted with, we simply do a screenspace distance check
* (since the gizmos have constant screenspace size)
*
* UPDATE: not sure if this is necessary anymore, disabled for now */
if (input.entity_selected > -1, 0) {
const p = [0, 0, 0, 1];
mat4_transform_vec4(p, p, save.entities[input.entity_selected].transform);
mat4_transform_vec4(p, p, input.last_u_vp);
p[0] /= p[3];
p[1] /= p[3];
const normalized_mouse_x = -1 + (input.mouse_x / window.innerWidth )*2;
const normalized_mouse_y = +1 - (input.mouse_y / window.innerHeight)*2;
const dx = normalized_mouse_x - p[0];
const dy = normalized_mouse_y - p[1];