make the brush renderer draw lines well
This commit is contained in:
parent
85dce88ec2
commit
63d5c04a0d
1 changed files with 49 additions and 5 deletions
|
@ -12,29 +12,71 @@ const linesVertexShader = `#version 300 es
|
|||
layout (location = 2) in vec4 a_color;
|
||||
layout (location = 3) in vec2 a_properties; // (thickness, hardness)
|
||||
|
||||
out vec2 vf_localPosition;
|
||||
out vec4 vf_line;
|
||||
out vec4 vf_color;
|
||||
out vec2 vf_properties;
|
||||
|
||||
void main() {
|
||||
float thickness = a_properties.x;
|
||||
float hardness = a_properties.y;
|
||||
|
||||
vec2 xAxis = a_line.zw - a_line.xy;
|
||||
vec2 direction = normalize(xAxis);
|
||||
vec2 from = a_line.xy;
|
||||
vec2 to = a_line.zw;
|
||||
vec2 direction = normalize(to - from);
|
||||
if (to == from)
|
||||
direction = vec2(1.0, 0.0);
|
||||
|
||||
// Extrude forward for caps
|
||||
from -= direction * (thickness / 2.0);
|
||||
to += direction * (thickness / 2.0);
|
||||
|
||||
vec2 xAxis = to - from;
|
||||
vec2 yAxis = vec2(-direction.y, direction.x) * thickness;
|
||||
|
||||
vec2 localPosition = a_line.xy + xAxis * a_position.x + yAxis * a_position.y;
|
||||
vec2 localPosition = from + xAxis * a_position.x + yAxis * a_position.y;
|
||||
vec4 screenPosition = vec4(localPosition + u_translation, 0.0, 1.0);
|
||||
vec4 scenePosition = screenPosition * u_projection;
|
||||
|
||||
gl_Position = scenePosition;
|
||||
vf_localPosition = localPosition;
|
||||
vf_line = a_line;
|
||||
vf_color = a_color;
|
||||
vf_properties = a_properties;
|
||||
}
|
||||
`;
|
||||
|
||||
const linesFragmentShader = `#version 300 es
|
||||
precision highp float;
|
||||
|
||||
in vec2 vf_localPosition;
|
||||
in vec4 vf_line;
|
||||
in vec4 vf_color;
|
||||
in vec2 vf_properties;
|
||||
|
||||
out vec4 f_color;
|
||||
|
||||
// https://iquilezles.org/articles/distfunctions2d/
|
||||
|
||||
float segmentSdf(vec2 uv, vec2 a, vec2 b) {
|
||||
vec2 uva = uv - a;
|
||||
vec2 ba = b - a;
|
||||
float h = clamp(dot(uva, ba) / dot(ba, ba), 0.0, 1.0);
|
||||
return length(uva - ba * h);
|
||||
}
|
||||
|
||||
void main() {
|
||||
f_color = vec4(vec3(0.0), 1.0);
|
||||
float thickness = vf_properties.x;
|
||||
float hardness = vf_properties.y;
|
||||
float halfSoftness = (1.0 - hardness) / 2.0;
|
||||
|
||||
vec2 uv = vf_localPosition;
|
||||
float alpha = -(segmentSdf(uv, vf_line.xy, vf_line.zw) - thickness) / thickness;
|
||||
if (hardness > 0.999)
|
||||
alpha = step(0.5, alpha);
|
||||
else
|
||||
alpha = smoothstep(0.5 - halfSoftness, 0.5001 + halfSoftness, alpha);
|
||||
|
||||
f_color = vec4(vec3(1.0), alpha) * vf_color;
|
||||
}
|
||||
`;
|
||||
|
||||
|
@ -148,6 +190,8 @@ export class BrushRenderer {
|
|||
);
|
||||
gl.uniform2f(this.linesProgram.u_translation, this.#translation.x, this.#translation.y);
|
||||
|
||||
gl.enable(gl.BLEND);
|
||||
|
||||
let instances = this.linesInstanceData;
|
||||
instances[0] = x1;
|
||||
instances[1] = y1;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue