Browse Source

Sudden shader refactoring (automatically extract locations a-la

tiny-sdf)
sdf
A.Olokhtonov 2 months ago
parent
commit
4e09c47190
  1. 1
      client/config.js
  2. 1
      client/index.html
  3. 280
      client/webgl_draw.js
  4. 5
      client/webgl_listeners.js
  5. 92
      client/webgl_shaders.js

1
client/config.js

@ -8,6 +8,7 @@ const config = { @@ -8,6 +8,7 @@ const config = {
second_finger_timeout: 500,
buffer_first_touchmoves: 5,
debug_print: false,
draw_bvh: true,
zoom_delta: 0.05,
min_zoom_level: -250,
max_zoom_level: 100,

1
client/index.html

@ -45,6 +45,7 @@ @@ -45,6 +45,7 @@
<label><input type="checkbox" id="debug-red">Simple shader</label>
<label><input type="checkbox" id="do-snap">Snap to grid</label>
<label><input type="checkbox" id="debug-print">Debug print</label>
<label><input type="checkbox" id="draw-bvh">Show BVH</label>
<button id="debug-begin-benchmark" title="Do not forget to enable recording in your browser!">Benchmark</button>
</div>

280
client/webgl_draw.js

@ -105,20 +105,24 @@ async function draw(state, context, animate, ts) { @@ -105,20 +105,24 @@ async function draw(state, context, animate, ts) {
gl.clearDepth(0.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const locations = context.locations;
const buffers = context.buffers;
const programs = context.programs;
const textures = context.textures;
// Draw the background pattern
if (state.background_pattern === 'dots') {
gl.useProgram(context.programs['pattern'].dots);
buffers = context.buffers['pattern'];
locations = context.locations['pattern'].dots;
const pr = programs['dots'];
gl.useProgram(pr.program);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']);
gl.enableVertexAttribArray(locations['a_center']);
gl.vertexAttribPointer(locations['a_center'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribDivisor(locations['a_center'], 1);
gl.enableVertexAttribArray(pr.locations['a_center']);
gl.vertexAttribPointer(pr.locations['a_center'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribDivisor(pr.locations['a_center'], 1);
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.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height);
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
const zoom = state.canvas.zoom;
const zoom_log2 = Math.log2(zoom);
@ -131,7 +135,7 @@ async function draw(state, context, animate, ts) { @@ -131,7 +135,7 @@ async function draw(state, context, animate, ts) {
const dot_instances = new Float32Array(geometry_gen_fullscreen_grid(state, context, 32 / zoom_previous, 32 / zoom_previous));
const t = Math.min(1.0, 1.0 - (zoom / zoom_previous) / 2.0);
gl.uniform1f(locations['u_fadeout'], t);
gl.uniform1f(pr.locations['u_fadeout'], t);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']);
gl.bufferData(gl.ARRAY_BUFFER, dot_instances, gl.STREAM_DRAW);
@ -144,7 +148,7 @@ async function draw(state, context, animate, ts) { @@ -144,7 +148,7 @@ async function draw(state, context, animate, ts) {
const dot_instances = new Float32Array(geometry_gen_fullscreen_grid(state, context, 32 / zoom_next, 32 / zoom_next));
const t = Math.min(1.0, 1.0 - (zoom_next / zoom) / 2.0);
gl.uniform1f(locations['u_fadeout'], t);
gl.uniform1f(pr.locations['u_fadeout'], t);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']);
gl.bufferData(gl.ARRAY_BUFFER, dot_instances, gl.STREAM_DRAW);
@ -152,6 +156,7 @@ async function draw(state, context, animate, ts) { @@ -152,6 +156,7 @@ async function draw(state, context, animate, ts) {
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dot_instances.length / 2);
}
} else if (state.background_pattern === 'grid') {
const pr = programs['grid'];
const zoom = state.canvas.zoom;
let zoom_log8 = Math.log(zoom) / Math.log(8);
@ -166,19 +171,17 @@ async function draw(state, context, animate, ts) { @@ -166,19 +171,17 @@ async function draw(state, context, animate, ts) {
zoom_next = zoom_previous * 8;
}
gl.useProgram(context.programs['pattern'].grid);
buffers = context.buffers['pattern'];
locations = context.locations['pattern'].grid;
gl.useProgram(pr.program);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_grid']);
gl.enableVertexAttribArray(locations['a_data']);
gl.vertexAttribPointer(locations['a_data'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribDivisor(locations['a_data'], 1);
gl.enableVertexAttribArray(pr.locations['a_data']);
gl.vertexAttribPointer(pr.locations['a_data'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribDivisor(pr.locations['a_data'], 1);
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.uniform1f(locations['u_fadeout'], 1.0);
gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height);
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
gl.uniform1f(pr.locations['u_fadeout'], 1.0);
// Previous level (major lines)
{
@ -186,7 +189,7 @@ async function draw(state, context, animate, ts) { @@ -186,7 +189,7 @@ async function draw(state, context, animate, ts) {
let t = (zoom / zoom_previous - 1) / -7 + 1;
t = 0.25;
gl.uniform1f(locations['u_fadeout'], t);
gl.uniform1f(pr.locations['u_fadeout'], t);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_grid']);
gl.bufferData(gl.ARRAY_BUFFER, grid_instances, gl.STREAM_DRAW);
@ -200,7 +203,7 @@ async function draw(state, context, animate, ts) { @@ -200,7 +203,7 @@ async function draw(state, context, animate, ts) {
let t = (zoom_next / zoom - 1) / 7;
t = Math.min(0.1, -t + 1); // slight fade-in
gl.uniform1f(locations['u_fadeout'], t);
gl.uniform1f(pr.locations['u_fadeout'], t);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_grid']);
gl.bufferData(gl.ARRAY_BUFFER, grid_instances, gl.STREAM_DRAW);
@ -209,37 +212,39 @@ async function draw(state, context, animate, ts) { @@ -209,37 +212,39 @@ async function draw(state, context, animate, ts) {
}
}
gl.clear(gl.DEPTH_BUFFER_BIT); // draw images above the background pattern
gl.useProgram(context.programs['image']);
buffers = context.buffers['image'];
locations = context.locations['image'];
// Images
{
const pr = programs['image'];
gl.clear(gl.DEPTH_BUFFER_BIT); // draw images above the background pattern
gl.useProgram(pr.program);
let offset = 0;
const quads = geometry_image_quads(state, context);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_quads']);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_images']);
gl.bufferData(gl.ARRAY_BUFFER, quads, gl.STATIC_DRAW);
gl.vertexAttribDivisor(locations['a_pos'], 0);
gl.vertexAttribDivisor(pr.locations['a_pos'], 0);
gl.enableVertexAttribArray(locations['a_pos']);
gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.enableVertexAttribArray(pr.locations['a_pos']);
gl.vertexAttribPointer(pr.locations['a_pos'], 2, gl.FLOAT, false, 2 * 4, 0);
for (const entry of context.images) {
if (!entry.deleted) {
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); // Only 1 active texture for each drawcall
gl.uniform1i(locations['u_solid'], 0);
gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height);
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
gl.uniform1i(pr.locations['u_texture'], 0); // Only 1 active texture for each drawcall
gl.uniform1i(pr.locations['u_solid'], 0);
gl.bindTexture(gl.TEXTURE_2D, entry.texture);
gl.drawArrays(gl.TRIANGLES, offset, 6);
// Highlight active image
if (entry.key === state.active_image) {
gl.uniform1i(locations['u_solid'], 1);
gl.uniform4f(locations['u_color'], 0.133 * 0.5, 0.545 * 0.5, 0.902 * 0.5, 0.5);
gl.uniform1i(pr.locations['u_solid'], 1);
gl.uniform4f(pr.locations['u_color'], 0.133 * 0.5, 0.545 * 0.5, 0.902 * 0.5, 0.5);
gl.drawArrays(gl.TRIANGLES, offset, 6);
}
}
@ -248,72 +253,76 @@ async function draw(state, context, animate, ts) { @@ -248,72 +253,76 @@ async function draw(state, context, animate, ts) {
}
}
gl.clear(gl.DEPTH_BUFFER_BIT); // draw strokes above the images
gl.useProgram(context.programs['sdf'].main);
buffers = context.buffers['sdf'];
locations = context.locations['sdf'].main;
// "Static" data upload
if (segment_count > 0) {
const pr = programs['main'];
gl.clear(gl.DEPTH_BUFFER_BIT); // draw strokes above the images
gl.useProgram(pr.program);
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.bindBuffer(gl.ARRAY_BUFFER, buffers['b_strokes_static']);
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']);
gl.bindTexture(gl.TEXTURE_2D, 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.uniform1f(locations['u_fixed_pixel_width'], 0);
gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height);
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
gl.uniform1i(pr.locations['u_stroke_count'], state.events.length);
gl.uniform1i(pr.locations['u_debug_mode'], state.debug.red);
gl.uniform1i(pr.locations['u_stroke_data'], 0);
gl.uniform1i(pr.locations['u_stroke_texture_size'], config.stroke_texture_size);
gl.uniform1f(pr.locations['u_fixed_pixel_width'], 0);
gl.enableVertexAttribArray(locations['a_a']);
gl.enableVertexAttribArray(locations['a_b']);
gl.enableVertexAttribArray(locations['a_stroke_id']);
gl.enableVertexAttribArray(locations['a_pressure']);
gl.enableVertexAttribArray(pr.locations['a_a']);
gl.enableVertexAttribArray(pr.locations['a_b']);
gl.enableVertexAttribArray(pr.locations['a_stroke_id']);
gl.enableVertexAttribArray(pr.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.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4);
gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4);
gl.vertexAttribPointer(pr.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);
gl.vertexAttribDivisor(pr.locations['a_a'], 1);
gl.vertexAttribDivisor(pr.locations['a_b'], 1);
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1);
gl.vertexAttribDivisor(pr.locations['a_pressure'], 1);
// Static draw (everything already bound)
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count);
// I don't really know why I need to do this, but it
// makes background patter drawcall work properly
gl.vertexAttribDivisor(locations['a_a'], 0);
gl.vertexAttribDivisor(locations['a_b'], 0);
gl.vertexAttribDivisor(locations['a_stroke_id'], 0);
gl.vertexAttribDivisor(locations['a_pressure'], 0);
gl.vertexAttribDivisor(pr.locations['a_a'], 0);
gl.vertexAttribDivisor(pr.locations['a_b'], 0);
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 0);
gl.vertexAttribDivisor(pr.locations['a_pressure'], 0);
}
// 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);
const pr = programs['main']; // same as static
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']);
// Dynamic strokes should be drawn above static strokes
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.uniform1i(pr.locations['u_stroke_count'], dynamic_stroke_count);
gl.uniform1i(pr.locations['u_stroke_data'], 0);
gl.uniform1i(pr.locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_strokes_dynamic']);
// Dynamic data upload
const total_dynamic_size =
@ -325,92 +334,107 @@ async function draw(state, context, animate, ts) { @@ -325,92 +334,107 @@ async function draw(state, context, animate, ts) {
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']);
gl.bindTexture(gl.TEXTURE_2D, textures['dynamic_stroke_data']);
upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_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.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height);
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
gl.uniform1i(locations['u_stroke_count'], context.dynamic_stroke_count);
gl.uniform1i(locations['u_debug_mode'], state.debug.red);
gl.uniform1i(locations['u_stroke_data'], 0);
gl.uniform1i(locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size);
gl.uniform1f(locations['u_fixed_pixel_width'], 0);
gl.uniform1i(pr.locations['u_stroke_count'], context.dynamic_stroke_count);
gl.uniform1i(pr.locations['u_debug_mode'], state.debug.red);
gl.uniform1i(pr.locations['u_stroke_data'], 0);
gl.uniform1i(pr.locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size);
gl.uniform1f(pr.locations['u_fixed_pixel_width'], 0);
gl.enableVertexAttribArray(locations['a_a']);
gl.enableVertexAttribArray(locations['a_b']);
gl.enableVertexAttribArray(locations['a_stroke_id']);
gl.enableVertexAttribArray(locations['a_pressure']);
gl.enableVertexAttribArray(pr.locations['a_a']);
gl.enableVertexAttribArray(pr.locations['a_b']);
gl.enableVertexAttribArray(pr.locations['a_stroke_id']);
gl.enableVertexAttribArray(pr.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.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4);
gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4);
gl.vertexAttribPointer(pr.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.vertexAttribDivisor(pr.locations['a_a'], 1);
gl.vertexAttribDivisor(pr.locations['a_b'], 1);
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1);
gl.vertexAttribDivisor(pr.locations['a_pressure'], 1);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count);
gl.vertexAttribDivisor(locations['a_a'], 0);
gl.vertexAttribDivisor(locations['a_b'], 0);
gl.vertexAttribDivisor(locations['a_stroke_id'], 0);
gl.vertexAttribDivisor(locations['a_pressure'], 0);
gl.vertexAttribDivisor(pr.locations['a_a'], 0);
gl.vertexAttribDivisor(pr.locations['a_b'], 0);
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 0);
gl.vertexAttribDivisor(pr.locations['a_pressure'], 0);
}
// HUD: resize handles, etc
if (state.active_image !== null) {
const pr = programs['main']; // same as static
const handles = geometry_generate_handles(state, context, state.active_image);
const ui_segments = 7 * 4 - 1; // each square = 4, each line = 1, square->line = 1, line->square = 1
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_hud']);
gl.bufferData(gl.ARRAY_BUFFER, handles.points.byteLength + handles.ids.byteLength + handles.pressures.byteLength, gl.STREAM_DRAW);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, handles.points);
gl.bufferSubData(gl.ARRAY_BUFFER, handles.points.byteLength, handles.ids);
gl.bufferSubData(gl.ARRAY_BUFFER, handles.points.byteLength + handles.ids.byteLength, handles.pressures);
gl.bindTexture(gl.TEXTURE_2D, context.textures['ui']);
gl.bindTexture(gl.TEXTURE_2D, textures['ui']);
upload_square_rgba16ui_texture(gl, handles.stroke_data, config.ui_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'], 8);
gl.uniform1i(locations['u_debug_mode'], 0);
gl.uniform1i(locations['u_stroke_data'], 0);
gl.uniform1i(locations['u_stroke_texture_size'], config.ui_texture_size);
gl.uniform1f(locations['u_fixed_pixel_width'], 2);
gl.enableVertexAttribArray(locations['a_a']);
gl.enableVertexAttribArray(locations['a_b']);
gl.enableVertexAttribArray(locations['a_stroke_id']);
gl.enableVertexAttribArray(locations['a_pressure']);
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, handles.points.byteLength);
gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, handles.points.byteLength + handles.ids.byteLength);
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.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height);
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom);
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y);
gl.uniform1i(pr.locations['u_stroke_count'], 8);
gl.uniform1i(pr.locations['u_debug_mode'], 0);
gl.uniform1i(pr.locations['u_stroke_data'], 0);
gl.uniform1i(pr.locations['u_stroke_texture_size'], config.ui_texture_size);
gl.uniform1f(pr.locations['u_fixed_pixel_width'], 2);
gl.enableVertexAttribArray(pr.locations['a_a']);
gl.enableVertexAttribArray(pr.locations['a_b']);
gl.enableVertexAttribArray(pr.locations['a_stroke_id']);
gl.enableVertexAttribArray(pr.locations['a_pressure']);
gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0);
gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4);
gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, handles.points.byteLength);
gl.vertexAttribPointer(pr.locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, handles.points.byteLength + handles.ids.byteLength);
gl.vertexAttribDivisor(pr.locations['a_a'], 1);
gl.vertexAttribDivisor(pr.locations['a_b'], 1);
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1);
gl.vertexAttribDivisor(pr.locations['a_pressure'], 1);
// Static draw (everything already bound)
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, ui_segments);
// I don't really know why I need to do this, but it
// makes background patter drawcall work properly
gl.vertexAttribDivisor(locations['a_a'], 0);
gl.vertexAttribDivisor(locations['a_b'], 0);
gl.vertexAttribDivisor(locations['a_stroke_id'], 0);
gl.vertexAttribDivisor(locations['a_pressure'], 0);
gl.vertexAttribDivisor(pr.locations['a_a'], 0);
gl.vertexAttribDivisor(pr.locations['a_b'], 0);
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 0);
gl.vertexAttribDivisor(pr.locations['a_pressure'], 0);
}
if (config.draw_bvh) {
const bboxes = tv_create(Float32Array, context.clipped_indices.size * 4);
// Debug BVH viz
for (let i = 0; i < context.clipped_indices.size; ++i) {
const stroke_id = context.clipped_indices.data[i];
const stroke = state.events[stroke_id];
const stroke_bbox = state.bvh.nodes[stroke.bvh_node].bbox;
tv_add(bboxes, stroke.bbox.x1);
tv_add(bboxes, stroke.bbox.x2);
tv_add(bboxes, stroke.bbox.y1);
tv_add(bboxes, stroke.bbox.y2);
}
}
document.getElementById('debug-stats').innerHTML = `
<span>Strokes onscreen: ${context.clipped_indices.size}</span>
<span>Segments onscreen: ${segment_count}</span>

5
client/webgl_listeners.js

@ -26,6 +26,7 @@ function debug_panel_init(state, context) { @@ -26,6 +26,7 @@ function debug_panel_init(state, context) {
document.getElementById('debug-red').checked = state.debug.red;
document.getElementById('do-snap').checked = state.snap !== null;
document.getElementById('debug-print').checked = config.debug_print;
document.getElementById('draw-bvh').checked = config.draw_bvh;
document.getElementById('debug-red').addEventListener('change', (e) => {
state.debug.red = e.target.checked;
@ -40,6 +41,10 @@ function debug_panel_init(state, context) { @@ -40,6 +41,10 @@ function debug_panel_init(state, context) {
config.debug_print = e.target.checked;
});
document.getElementById('draw-bvh').addEventListener('change', (e) => {
config.draw_bvh = e.target.checked;
});
document.getElementById('debug-begin-benchmark').addEventListener('click', (e) => {
state.canvas.zoom_level = config.benchmark.zoom_level;
state.canvas.offset.x = config.benchmark.offset.x;

92
client/webgl_shaders.js

@ -303,78 +303,21 @@ function init_webgl(state, context) { @@ -303,78 +303,21 @@ function init_webgl(state, context) {
const grid_vs = create_shader(gl, gl.VERTEX_SHADER, grid_vs_src);
context.programs['image'] = create_program(gl, quad_vs, quad_fs);
context.programs['sdf'] = {
context.programs = {
'image': create_program(gl, quad_vs, quad_fs),
'main': create_program(gl, sdf_vs, sdf_fs),
};
context.programs['pattern'] = {
'dots': create_program(gl, dots_vs, dots_fs),
'grid': create_program(gl, grid_vs, dots_fs),
};
context.locations['image'] = {
'a_pos': gl.getAttribLocation(context.programs['image'], 'a_pos'),
'u_res': gl.getUniformLocation(context.programs['image'], 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['image'], 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['image'], 'u_translation'),
'u_texture': gl.getUniformLocation(context.programs['image'], 'u_texture'),
'u_solid': gl.getUniformLocation(context.programs['image'], 'u_solid'),
'u_color': gl.getUniformLocation(context.programs['image'], 'u_color'),
};
context.locations['sdf'] = {
'main': {
'a_a': gl.getAttribLocation(context.programs['sdf'].main, 'a_a'),
'a_b': gl.getAttribLocation(context.programs['sdf'].main, 'a_b'),
'a_stroke_id': gl.getAttribLocation(context.programs['sdf'].main, 'a_stroke_id'),
'a_pressure': gl.getAttribLocation(context.programs['sdf'].main, 'a_pressure'),
'u_res': gl.getUniformLocation(context.programs['sdf'].main, 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['sdf'].main, 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['sdf'].main, 'u_translation'),
'u_debug_mode': gl.getUniformLocation(context.programs['sdf'].main, 'u_debug_mode'),
'u_stroke_count': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_count'),
'u_stroke_data': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_data'),
'u_stroke_texture_size': gl.getUniformLocation(context.programs['sdf'].main, 'u_stroke_texture_size'),
'u_fixed_pixel_width': gl.getUniformLocation(context.programs['sdf'].main, 'u_fixed_pixel_width'),
}
};
context.locations['pattern'] = {
'dots': {
'a_xy': gl.getAttribLocation(context.programs['pattern'].dots, 'a_xy'),
'a_center': gl.getAttribLocation(context.programs['pattern'].dots, 'a_center'),
'u_res': gl.getUniformLocation(context.programs['pattern'].dots, 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['pattern'].dots, 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['pattern'].dots, 'u_translation'),
'u_fadeout': gl.getUniformLocation(context.programs['pattern'].dots, 'u_fadeout'),
},
'grid': {
'a_data': gl.getAttribLocation(context.programs['pattern'].grid, 'a_data'),
'u_res': gl.getUniformLocation(context.programs['pattern'].grid, 'u_res'),
'u_scale': gl.getUniformLocation(context.programs['pattern'].grid, 'u_scale'),
'u_translation': gl.getUniformLocation(context.programs['pattern'].grid, 'u_translation'),
'u_fadeout': gl.getUniformLocation(context.programs['pattern'].grid, 'u_fadeout'),
}
};
context.buffers['image'] = {
'b_quads': gl.createBuffer(),
};
context.buffers['sdf'] = {
'b_instance': gl.createBuffer(),
'b_dynamic_instance': gl.createBuffer(),
};
context.buffers['pattern'] = {
context.buffers = {
'b_images': gl.createBuffer(),
'b_strokes_static': gl.createBuffer(),
'b_strokes_dynamic': gl.createBuffer(),
'b_instance_dot': gl.createBuffer(),
'b_instance_grid': gl.createBuffer(),
'b_dot': gl.createBuffer(),
'b_hud': gl.createBuffer(),
};
context.textures = {
@ -447,9 +390,26 @@ function create_program(gl, vs, fs) { @@ -447,9 +390,26 @@ function create_program(gl, vs, fs) {
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS)) {
return program;
// src: tiny-sdf
// https://github.com/mapbox/tiny-sdf
const wrapper = {program};
const num_attrs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
const num_uniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
wrapper.locations = {};
for (let i = 0; i < num_attrs; i++) {
const attribute = gl.getActiveAttrib(program, i);
wrapper.locations[attribute.name] = gl.getAttribLocation(program, attribute.name);
}
for (let i = 0; i < num_uniforms; i++) {
const uniform = gl.getActiveUniform(program, i);
wrapper.locations[uniform.name] = gl.getUniformLocation(program, uniform.name);
}
return wrapper;
}
console.error('link:', gl.getProgramInfoLog(program));
gl.deleteProgram(program);

Loading…
Cancel
Save