Skip to content

Instantly share code, notes, and snippets.

@claus
Created November 26, 2011 20:22
Show Gist options
  • Star 10 You must be signed in to star a gist
  • Fork 2 You must be signed in to fork a gist
  • Save claus/1396250 to your computer and use it in GitHub Desktop.
Save claus/1396250 to your computer and use it in GitHub Desktop.
Resolution independent rendering of Bezier curves in WebGL
<!doctype html>
<html>
<head>
<title>Resolution independent rendering of Bezier curves in WebGL</title>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<script src="glMatrix-0.9.6.min.js"></script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec2 aBezierCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec2 vBezierCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vBezierCoord = aBezierCoord;
}
</script>
<script id="shader-fs-aa" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vBezierCoord;
void main(void) {
vec2 px = dFdx(vBezierCoord);
vec2 py = dFdy(vBezierCoord);
float fx = 2.0 * vBezierCoord.x * px.x - px.y;
float fy = 2.0 * vBezierCoord.y * py.x - py.y;
float sd = (vBezierCoord.x * vBezierCoord.x - vBezierCoord.y) / sqrt(fx * fx + fy * fy);
gl_FragColor = vec4(0.0, 0.0, 1.0, clamp(0.5 - sd, 0.0, 1.0));
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vBezierCoord;
void main(void) {
float d = (vBezierCoord.s * vBezierCoord.s) - vBezierCoord.t;
if(d < 0.0) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
} else {
discard;
}
}
</script>
<script>
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var derivatesExt = "OES_standard_derivatives";
var derivatesSupported = (gl.getSupportedExtensions().indexOf(derivatesExt) >= 0);
if(derivatesSupported) {
gl.getExtension(derivatesExt);
}
var fragmentShader = getShader(gl, derivatesSupported ? "shader-fs-aa" : "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.bezierCoordAttribute = gl.getAttribLocation(shaderProgram, "aBezierCoord");
gl.enableVertexAttribArray(shaderProgram.bezierCoordAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
var triangleVertexPositionBuffer;
var bezierCoordBuffer;
function initBuffers() {
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
-1.0, -1.0, 0.0,
0.0, 1.0, 0.0,
1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 3;
bezierCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, bezierCoordBuffer);
var bezierCoords = [
1.0, 1.0,
0.5, 0.0,
0.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(bezierCoords), gl.STATIC_DRAW);
bezierCoordBuffer.itemSize = 2;
bezierCoordBuffer.numItems = 3;
}
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [0.0, 0.0, -4.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, bezierCoordBuffer);
gl.vertexAttribPointer(shaderProgram.bezierCoordAttribute, bezierCoordBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLES, 0, squareVertexPositionBuffer.numItems);
}
function webGLStart() {
var canvas = document.getElementById("canvas");
initGL(canvas);
initShaders();
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 0.05);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
drawScene();
}
</script>
</head>
<body onload="webGLStart();">
<canvas id="canvas" style="border:none;" width="500" height="500"></canvas>
</body>
</html>
@rvaronos
Copy link

Thanks!! Been very helpful

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment