Tldraw/packages/tldraw/src/lib/ui/components/Minimap/minimap-webgl-setup.ts

149 wiersze
4.5 KiB
TypeScript

import { roundedRectangleDataSize } from './minimap-webgl-shapes'
export function setupWebGl(canvas: HTMLCanvasElement | null) {
if (!canvas) throw new Error('Canvas element not found')
const context = canvas.getContext('webgl2', {
premultipliedAlpha: false,
})
if (!context) throw new Error('Failed to get webgl2 context')
const vertexShaderSourceCode = `#version 300 es
precision mediump float;
in vec2 shapeVertexPosition;
uniform vec4 canvasPageBounds;
// taken (with thanks) from
// https://webglfundamentals.org/webgl/lessons/webgl-2d-matrices.html
void main() {
// convert the position from pixels to 0.0 to 1.0
vec2 zeroToOne = (shapeVertexPosition - canvasPageBounds.xy) / canvasPageBounds.zw;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}`
const vertexShader = context.createShader(context.VERTEX_SHADER)
if (!vertexShader) {
throw new Error('Failed to create vertex shader')
}
context.shaderSource(vertexShader, vertexShaderSourceCode)
context.compileShader(vertexShader)
if (!context.getShaderParameter(vertexShader, context.COMPILE_STATUS)) {
throw new Error('Failed to compile vertex shader')
}
const fragmentShaderSourceCode = `#version 300 es
precision mediump float;
uniform vec4 fillColor;
out vec4 outputColor;
void main() {
outputColor = fillColor;
}`
const fragmentShader = context.createShader(context.FRAGMENT_SHADER)
if (!fragmentShader) {
throw new Error('Failed to create fragment shader')
}
context.shaderSource(fragmentShader, fragmentShaderSourceCode)
context.compileShader(fragmentShader)
if (!context.getShaderParameter(fragmentShader, context.COMPILE_STATUS)) {
throw new Error('Failed to compile fragment shader')
}
const program = context.createProgram()
if (!program) {
throw new Error('Failed to create program')
}
context.attachShader(program, vertexShader)
context.attachShader(program, fragmentShader)
context.linkProgram(program)
if (!context.getProgramParameter(program, context.LINK_STATUS)) {
throw new Error('Failed to link program')
}
context.useProgram(program)
const shapeVertexPositionAttributeLocation = context.getAttribLocation(
program,
'shapeVertexPosition'
)
if (shapeVertexPositionAttributeLocation < 0) {
throw new Error('Failed to get shapeVertexPosition attribute location')
}
context.enableVertexAttribArray(shapeVertexPositionAttributeLocation)
const canvasPageBoundsLocation = context.getUniformLocation(program, 'canvasPageBounds')
const fillColorLocation = context.getUniformLocation(program, 'fillColor')
const selectedShapesBuffer = context.createBuffer()
if (!selectedShapesBuffer) throw new Error('Failed to create buffer')
const unselectedShapesBuffer = context.createBuffer()
if (!unselectedShapesBuffer) throw new Error('Failed to create buffer')
return {
context,
selectedShapes: allocateBuffer(context, 1024),
unselectedShapes: allocateBuffer(context, 4096),
viewport: allocateBuffer(context, roundedRectangleDataSize),
collaborators: allocateBuffer(context, 1024),
prepareTriangles(stuff: BufferStuff, len: number) {
context.bindBuffer(context.ARRAY_BUFFER, stuff.buffer)
context.bufferData(context.ARRAY_BUFFER, stuff.vertices, context.STATIC_DRAW, 0, len)
context.enableVertexAttribArray(shapeVertexPositionAttributeLocation)
context.vertexAttribPointer(
shapeVertexPositionAttributeLocation,
2,
context.FLOAT,
false,
0,
0
)
},
drawTriangles(len: number) {
context.drawArrays(context.TRIANGLES, 0, len / 2)
},
setFillColor(color: Float32Array) {
context.uniform4fv(fillColorLocation, color)
},
setCanvasPageBounds(bounds: Float32Array) {
context.uniform4fv(canvasPageBoundsLocation, bounds)
},
}
}
export type BufferStuff = ReturnType<typeof allocateBuffer>
function allocateBuffer(context: WebGL2RenderingContext, size: number) {
const buffer = context.createBuffer()
if (!buffer) throw new Error('Failed to create buffer')
return { buffer, vertices: new Float32Array(size) }
}
export function appendVertices(bufferStuff: BufferStuff, offset: number, data: Float32Array) {
let len = bufferStuff.vertices.length
while (len < offset + data.length) {
len *= 2
}
if (len != bufferStuff.vertices.length) {
const newVertices = new Float32Array(len)
newVertices.set(bufferStuff.vertices)
bufferStuff.vertices = newVertices
}
bufferStuff.vertices.set(data, offset)
}