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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);
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// 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_texture'], 0);
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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);
const count = Object.keys(context.textures).length;
let active_image_index = -1;
gl.uniform1i(locations['u_outline'], 0);
for (let key = 0; key < count; ++key) {
if (context.textures[key].image_id === context.active_image) {
active_image_index = key;
continue;
}
gl.bindTexture(gl.TEXTURE_2D, context.textures[key].texture);
gl.drawArrays(gl.TRIANGLES, key * 6, 6);
}
if (active_image_index !== -1) {
gl.uniform1i(locations['u_outline'], 1);
gl.bindTexture(gl.TEXTURE_2D, context.textures[active_image_index].texture);
gl.drawArrays(gl.TRIANGLES, active_image_index * 6, 6);
}
// Strokes
locations = context.locations['stroke'];
buffers = context.buffers['stroke'];
gl.useProgram(context.programs['stroke']);
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gl.enableVertexAttribArray(locations['a_type']);
gl.enableVertexAttribArray(locations['a_pos']);
gl.enableVertexAttribArray(locations['a_texcoord']);
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);
2 years ago
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']);
gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, config.bytes_per_point, 0);
gl.vertexAttribPointer(locations['a_texcoord'], 2, gl.FLOAT, false, config.bytes_per_point, 8);
gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 16);
gl.vertexAttribPointer(locations['a_type'], 1, gl.UNSIGNED_BYTE, false, config.bytes_per_point, 19);
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gl.bufferData(gl.ARRAY_BUFFER, context.static_stroke_serializer.buffer, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, context.static_stroke_serializer.offset / config.bytes_per_point);
2 years ago
gl.bufferData(gl.ARRAY_BUFFER, context.dynamic_stroke_serializer.buffer, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, context.dynamic_stroke_serializer.offset / config.bytes_per_point);
}