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function schedule_draw(state, context) {
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if (!state.timers.raf) {
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window.requestAnimationFrame(() => draw(state, context));
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state.timers.raf = true;
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}
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}
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function draw(state, context) {
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state.timers.raf = false;
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const gl = context.gl;
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const width = window.innerWidth;
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const height = window.innerHeight;
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const frame_start = performance.now();
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const sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
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let locations;
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let buffers;
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gl.viewport(0, 0, context.canvas.width, context.canvas.height);
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gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// SDF
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locations = context.locations['sdf'];
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buffers = context.buffers['sdf'];
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gl.useProgram(context.programs['sdf']);
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height);
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
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gl.uniform1i(locations['u_debug_mode'], context.debug_mode ? 1 : 0);
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const static_points = context.static_serializer.offset / config.bytes_per_point;
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const dynamic_points = context.dynamic_serializer.offset / config.bytes_per_point;
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if (static_points > 0) {
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed_static']);
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gl.enableVertexAttribArray(locations['a_pos']);
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gl.enableVertexAttribArray(locations['a_line']);
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gl.enableVertexAttribArray(locations['a_color']);
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gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0);
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gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3);
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gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4);
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if (context.need_static_allocate) {
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console.debug('static allocate');
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gl.bufferData(gl.ARRAY_BUFFER, context.static_serializer.size, gl.DYNAMIC_DRAW);
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context.need_static_allocate = false;
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context.static_upload_from = 0;
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context.need_static_upload = true;
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}
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if (context.need_static_upload) {
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console.debug('static upload');
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const upload_offset = context.static_upload_from;
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const upload_size = context.static_serializer.offset - upload_offset;
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gl.bufferSubData(gl.ARRAY_BUFFER, upload_offset, new Uint8Array(context.static_serializer.buffer, upload_offset, upload_size));
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context.need_static_upload = false;
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context.static_upload_from = context.static_serializer.offset;
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}
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gl.drawArrays(gl.TRIANGLES, 0, static_points);
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}
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if (dynamic_points > 0) {
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed_dynamic']);
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gl.enableVertexAttribArray(locations['a_pos']);
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gl.enableVertexAttribArray(locations['a_line']);
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gl.enableVertexAttribArray(locations['a_color']);
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gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0);
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gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3);
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gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4);
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if (context.need_dynamic_upload) {
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gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.dynamic_serializer.buffer, 0, context.dynamic_serializer.offset), gl.STATIC_DRAW);
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context.need_dynamic_upload = false;
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}
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gl.drawArrays(gl.TRIANGLES, 0, dynamic_points);
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}
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const next_tick = () => {
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const wait_status = gl.clientWaitSync(sync, 0, 0);
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const frame_end = performance.now();
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if (wait_status === gl.ALREADY_SIGNALED || wait_status === gl.CONDITION_SATISFIED) {
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const frametime_ms = frame_end - frame_start;
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gl.deleteSync(sync);
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console.debug(frametime_ms);
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} else {
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setTimeout(next_tick, 0);
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}
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}
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setTimeout(next_tick, 0);
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// Images
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// locations = context.locations['image'];
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// buffers = context.buffers['image'];
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// textures = context.textures['image'];
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// gl.useProgram(context.programs['image']);
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// gl.enableVertexAttribArray(locations['a_pos']);
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// gl.enableVertexAttribArray(locations['a_texcoord']);
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// gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height);
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// gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
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// gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
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// gl.uniform1i(locations['u_texture'], 0);
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// if (context.quad_positions_f32.byteLength > 0) {
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// gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_pos']);
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// gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 0, 0);
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// gl.bufferData(gl.ARRAY_BUFFER, context.quad_positions_f32, gl.STATIC_DRAW);
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// gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_texcoord']);
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// gl.vertexAttribPointer(locations['a_texcoord'], 2, gl.FLOAT, false, 0, 0);
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// gl.bufferData(gl.ARRAY_BUFFER, context.quad_texcoords_f32, gl.STATIC_DRAW);
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// }
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// const count = Object.keys(textures).length;
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// let active_image_index = -1;
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// gl.uniform1i(locations['u_outline'], 0);
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// for (let key = 0; key < count; ++key) {
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// if (textures[key].image_id === context.active_image) {
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// active_image_index = key;
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// continue;
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// }
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// gl.bindTexture(gl.TEXTURE_2D, textures[key].texture);
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// gl.drawArrays(gl.TRIANGLES, key * 6, 6);
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// }
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// if (active_image_index !== -1) {
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// gl.uniform1i(locations['u_outline'], 1);
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// gl.bindTexture(gl.TEXTURE_2D, textures[active_image_index].texture);
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// gl.drawArrays(gl.TRIANGLES, active_image_index * 6, 6);
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// }
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}
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