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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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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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textures = context.textures['sdf'];
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gl.useProgram(context.programs['sdf']);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']);
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gl.enableVertexAttribArray(locations['a_pos']);
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gl.enableVertexAttribArray(locations['a_color']);
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gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, 4 * 4, 0);
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gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, 4 * 4, 4 * 3);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, textures['points']);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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const npoints = context.point_serializer.offset / (4 * 2);
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const nstrokes = context.quad_serializer.offset / (6 * 4 * 4);
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if (npoints > 0) {
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// TOOD: if points changed
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if (true) {
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const texture_width = Math.min(npoints, 8192);
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const texture_height = Math.max(1, Math.ceil(npoints / 8192));
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RG32F, texture_width, texture_height, 0, gl.RG, gl.FLOAT, new Float32Array(context.point_serializer.buffer, 0, context.point_serializer.size / 4));
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}
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, textures['indices']);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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// TOOD: if points changed
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if (true) {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RG32UI, nstrokes, 1, 0, gl.RG_INTEGER, gl.UNSIGNED_INT, new Uint32Array(context.index_serializer.buffer, 0, context.index_serializer.offset / 4));
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}
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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_points'], 0);
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gl.uniform1i(locations['u_texture_indices'], 1);
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gl.uniform1i(locations['u_debug_mode'], context.debug_mode ? 1 : 0);
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gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.quad_serializer.buffer, 0, context.quad_serializer.offset), gl.STATIC_DRAW);
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gl.drawArrays(gl.TRIANGLES, 0, nstrokes * 6);
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}
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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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