|
|
|
function schedule_draw(state, context) {
|
|
|
|
if (!state.timers.raf) {
|
|
|
|
window.requestAnimationFrame(() => {
|
|
|
|
draw(state, context);
|
|
|
|
});
|
|
|
|
state.timers.raf = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function upload_if_needed(gl, buffer_kind, serializer) {
|
|
|
|
if (serializer.need_gpu_allocate) {
|
|
|
|
if (config.debug_print) console.debug('gpu allocate');
|
|
|
|
gl.bufferData(buffer_kind, serializer.size, gl.DYNAMIC_DRAW);
|
|
|
|
serializer.need_gpu_allocate = false;
|
|
|
|
serializer.gpu_upload_from = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (serializer.gpu_upload_from < serializer.offset) {
|
|
|
|
if (config.debug_print) console.debug('gpu upload');
|
|
|
|
const upload_offset = serializer.gpu_upload_from;
|
|
|
|
const upload_size = serializer.offset - upload_offset;
|
|
|
|
gl.bufferSubData(buffer_kind, upload_offset, new Uint8Array(serializer.buffer, upload_offset, upload_size));
|
|
|
|
serializer.gpu_upload_from = serializer.offset;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function upload_square_rgba16ui_texture(gl, serializer, texture_size) {
|
|
|
|
const bpp = 2 * 4;
|
|
|
|
const data_size = serializer.offset;
|
|
|
|
const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here
|
|
|
|
|
|
|
|
const rows = Math.ceil(data_pixels / texture_size);
|
|
|
|
const last_row = data_pixels % texture_size;
|
|
|
|
const whole_upload = (rows - 1) * texture_size * bpp;
|
|
|
|
|
|
|
|
// Upload whole rows
|
|
|
|
if (rows > 1) {
|
|
|
|
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, 0, whole_upload / 2));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Upload last row
|
|
|
|
if (last_row > 0) {
|
|
|
|
const last_row_upload = last_row * bpp;
|
|
|
|
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows - 1, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload / 2));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function draw_html(state) {
|
|
|
|
// HUD-like things. Player cursors, screens
|
|
|
|
for (const player_id in state.players) {
|
|
|
|
if (player_id === state.me) continue;
|
|
|
|
|
|
|
|
const player = state.players[player_id];
|
|
|
|
let player_cursor_element = document.querySelector(`.player-cursor[data-player-id="${player_id}"]`);
|
|
|
|
|
|
|
|
if (player_cursor_element === null && player.online) {
|
|
|
|
player_cursor_element = insert_player_cursor(state, player_id);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!player.online && player_cursor_element !== null) {
|
|
|
|
player_cursor_element.remove();
|
|
|
|
const player_list_item = document.querySelector(`.player-list .player[data-player-id="${player_id}"]`);
|
|
|
|
if (player_list_item) player_list_item.remove();
|
|
|
|
if (document.querySelector('.player-list').childElementCount === 0) {
|
|
|
|
document.querySelector('.player-list').classList.add('vhide');
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player_cursor_element && player.online) {
|
|
|
|
const screenp = canvas_to_screen(state, player.cursor);
|
|
|
|
player_cursor_element.style.transform = `translate(${Math.round(screenp.x)}px, ${Math.round(screenp.y)}px) rotate(-30deg)`;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function draw(state, context) {
|
|
|
|
const cpu_before = performance.now();
|
|
|
|
|
|
|
|
state.timers.raf = false;
|
|
|
|
|
|
|
|
const gl = context.gl;
|
|
|
|
const width = window.innerWidth;
|
|
|
|
const height = window.innerHeight;
|
|
|
|
|
|
|
|
let query = null;
|
|
|
|
|
|
|
|
if (context.gpu_timer_ext !== null) {
|
|
|
|
query = gl.createQuery();
|
|
|
|
gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query);
|
|
|
|
}
|
|
|
|
|
|
|
|
gl.viewport(0, 0, context.canvas.width, context.canvas.height);
|
|
|
|
gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1);
|
|
|
|
gl.clearDepth(0.0);
|
|
|
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
locations = context.locations['sdf'].main;
|
|
|
|
buffers = context.buffers['sdf'];
|
|
|
|
|
|
|
|
gl.useProgram(context.programs['sdf'].main);
|
|
|
|
|
|
|
|
bvh_clip(state, context);
|
|
|
|
|
|
|
|
const segment_count = geometry_write_instances(state, context);
|
|
|
|
const dynamic_segment_count = context.dynamic_segment_count;
|
|
|
|
const dynamic_stroke_count = context.dynamic_stroke_count;
|
|
|
|
|
|
|
|
// "Static" data upload
|
|
|
|
if (segment_count > 0) {
|
|
|
|
const total_static_size = context.instance_data_points.size * 4 +
|
|
|
|
context.instance_data_ids.size * 4 +
|
|
|
|
context.instance_data_pressures.size;
|
|
|
|
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']);
|
|
|
|
gl.bufferData(gl.ARRAY_BUFFER, total_static_size, gl.STREAM_DRAW);
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points));
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids));
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4,
|
|
|
|
tv_data(context.instance_data_pressures));
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']);
|
|
|
|
upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size);
|
|
|
|
|
|
|
|
gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height);
|
|
|
|
gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
|
|
|
|
gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
|
|
|
|
gl.uniform1i(locations['u_stroke_count'], state.events.length);
|
|
|
|
gl.uniform1i(locations['u_debug_mode'], state.debug.red);
|
|
|
|
gl.uniform1i(locations['u_stroke_data'], 0);
|
|
|
|
gl.uniform1i(locations['u_stroke_texture_size'], config.stroke_texture_size);
|
|
|
|
|
|
|
|
gl.enableVertexAttribArray(locations['a_a']);
|
|
|
|
gl.enableVertexAttribArray(locations['a_b']);
|
|
|
|
gl.enableVertexAttribArray(locations['a_stroke_id']);
|
|
|
|
gl.enableVertexAttribArray(locations['a_pressure']);
|
|
|
|
|
|
|
|
// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
|
|
|
|
gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
|
|
|
|
gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4);
|
|
|
|
gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4);
|
|
|
|
gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4);
|
|
|
|
|
|
|
|
gl.vertexAttribDivisor(locations['a_a'], 1);
|
|
|
|
gl.vertexAttribDivisor(locations['a_b'], 1);
|
|
|
|
gl.vertexAttribDivisor(locations['a_stroke_id'], 1);
|
|
|
|
gl.vertexAttribDivisor(locations['a_pressure'], 1);
|
|
|
|
|
|
|
|
// Static draw (everything already bound)
|
|
|
|
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Dynamic strokes should be drawn above static strokes
|
|
|
|
gl.clear(gl.DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
// Dynamic draw (strokes currently being drawn)
|
|
|
|
if (dynamic_segment_count > 0) {
|
|
|
|
gl.uniform1i(locations['u_stroke_count'], dynamic_stroke_count);
|
|
|
|
gl.uniform1i(locations['u_stroke_data'], 0);
|
|
|
|
gl.uniform1i(locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size);
|
|
|
|
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']);
|
|
|
|
|
|
|
|
// Dynamic data upload
|
|
|
|
const total_dynamic_size =
|
|
|
|
context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4 +
|
|
|
|
context.dynamic_instance_pressure.size;
|
|
|
|
|
|
|
|
gl.bufferData(gl.ARRAY_BUFFER, total_dynamic_size, gl.STREAM_DRAW);
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points));
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids));
|
|
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4,
|
|
|
|
tv_data(context.dynamic_instance_pressure));
|
|
|
|
gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']);
|
|
|
|
upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size);
|
|
|
|
|
|
|
|
gl.enableVertexAttribArray(locations['a_a']);
|
|
|
|
gl.enableVertexAttribArray(locations['a_b']);
|
|
|
|
gl.enableVertexAttribArray(locations['a_stroke_id']);
|
|
|
|
gl.enableVertexAttribArray(locations['a_pressure']);
|
|
|
|
|
|
|
|
// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
|
|
|
|
gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
|
|
|
|
gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4);
|
|
|
|
gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4);
|
|
|
|
gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4);
|
|
|
|
|
|
|
|
gl.vertexAttribDivisor(locations['a_a'], 1);
|
|
|
|
gl.vertexAttribDivisor(locations['a_b'], 1);
|
|
|
|
gl.vertexAttribDivisor(locations['a_stroke_id'], 1);
|
|
|
|
gl.vertexAttribDivisor(locations['a_pressure'], 1);
|
|
|
|
|
|
|
|
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count);
|
|
|
|
}
|
|
|
|
|
|
|
|
document.getElementById('debug-stats').innerHTML = `
|
|
|
|
<span>Segments onscreen: ${segment_count}</span>
|
|
|
|
<span>Canvas offset: (${state.canvas.offset.x}, ${state.canvas.offset.y})</span>
|
|
|
|
<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100000) / 100000}</span>`;
|
|
|
|
|
|
|
|
if (context.gpu_timer_ext) {
|
|
|
|
gl.endQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT);
|
|
|
|
|
|
|
|
const next_tick = () => {
|
|
|
|
if (query) {
|
|
|
|
// At some point in the future, after returning control to the browser
|
|
|
|
const available = gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE);
|
|
|
|
const disjoint = gl.getParameter(context.gpu_timer_ext.GPU_DISJOINT_EXT);
|
|
|
|
|
|
|
|
if (available && !disjoint) {
|
|
|
|
// See how much time the rendering of the object took in nanoseconds.
|
|
|
|
const timeElapsed = gl.getQueryParameter(query, gl.QUERY_RESULT);
|
|
|
|
//console.debug(timeElapsed / 1000000);
|
|
|
|
document.querySelector('.debug-timings .gpu').innerHTML = 'Last GPU Frametime: ' + Math.round(timeElapsed / 10000) / 100 + 'ms';
|
|
|
|
}
|
|
|
|
|
|
|
|
if (available || disjoint) {
|
|
|
|
// Clean up the query object.
|
|
|
|
gl.deleteQuery(query);
|
|
|
|
// Don't re-enter this polling loop.
|
|
|
|
query = null;
|
|
|
|
} else if (!available) {
|
|
|
|
setTimeout(next_tick, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
setTimeout(next_tick, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
const cpu_after = performance.now();
|
|
|
|
|
|
|
|
|
|
|
|
document.querySelector('.debug-timings .cpu').innerHTML = 'Last CPU Frametime: ' + Math.round((cpu_after - cpu_before) * 100) / 100 + 'ms';
|
|
|
|
|
|
|
|
if (state.debug.benchmark_mode) {
|
|
|
|
const redraw = state.debug.on_benchmark();
|
|
|
|
if (redraw) {
|
|
|
|
schedule_draw(state, context);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|