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function schedule_draw(state, context) {
if (!state.timers.raf) {
window.requestAnimationFrame(() => draw(state, context));
state.timers.raf = true;
}
}
function draw(state, context) {
state.timers.raf = false;
const gl = context.gl;
const width = window.innerWidth;
const height = window.innerHeight;
let locations;
let buffers;
gl.viewport(0, 0, context.canvas.width, context.canvas.height);
gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Draw images
locations = context.locations['quad'];
buffers = context.buffers['quad'];
gl.useProgram(context.programs['quad']);
gl.enableVertexAttribArray(locations['a_pos']);
gl.enableVertexAttribArray(locations['a_texcoord']);
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_layer'], 0);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_pos']);
gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, context.quad_positions_f32, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_texcoord']);
gl.vertexAttribPointer(locations['a_texcoord'], 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, context.quad_texcoords_f32, gl.STATIC_DRAW);
let tex_index = 0;
for (const key in context.textures) {
gl.bindTexture(gl.TEXTURE_2D, context.textures[key]);
gl.drawArrays(gl.TRIANGLES, tex_index * 6, 6);
++tex_index;
}
// Draw strokes
locations = context.locations['stroke'];
buffers = context.buffers['stroke'];
gl.useProgram(context.programs['stroke']);
gl.enableVertexAttribArray(locations['a_pos']);
gl.enableVertexAttribArray(locations['a_color']);
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_layer'], 1);
const total_pos_size = context.static_positions_f32.byteLength + context.dynamic_positions_f32.byteLength;
const total_color_size = context.static_colors_u8.byteLength + context.dynamic_colors_u8.byteLength;
const total_point_count = (context.static_positions.length + total_dynamic_positions(context)) / 2;
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_pos']);
gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, total_pos_size, gl.DYNAMIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, context.static_positions_f32);
gl.bufferSubData(gl.ARRAY_BUFFER, context.static_positions_f32.byteLength, context.dynamic_positions_f32);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_color']);
gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, total_color_size, gl.DYNAMIC_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, context.static_colors_u8);
gl.bufferSubData(gl.ARRAY_BUFFER, context.static_colors_u8.byteLength, context.dynamic_colors_u8);
gl.drawArrays(gl.TRIANGLES, 0, total_point_count);
}