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@ -107,10 +107,16 @@ function draw(state, context) { |
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// "Static" data upload
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// "Static" data upload
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if (segment_count > 0) { |
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if (segment_count > 0) { |
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const total_static_size = context.instance_data_points.size * 4 + |
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context.instance_data_ids.size * 4 + |
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context.instance_data_pressures.size; |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); |
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gl.bufferData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, gl.STREAM_DRAW); |
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gl.bufferData(gl.ARRAY_BUFFER, total_static_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, |
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tv_data(context.instance_data_pressures)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
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upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
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@ -125,15 +131,18 @@ function draw(state, context) { |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_pressure']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
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gl.vertexAttribPointer(locations['a_pressure'], 1, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_pressure'], 1); |
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// Static draw (everything already bound)
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// Static draw (everything already bound)
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); |
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@ -151,24 +160,33 @@ function draw(state, context) { |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); |
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// Dynamic data upload
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// Dynamic data upload
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gl.bufferData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4, gl.STREAM_DRAW); |
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const total_dynamic_size = |
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context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4 + |
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context.dynamic_instance_pressure.size; |
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gl.bufferData(gl.ARRAY_BUFFER, total_dynamic_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4, |
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tv_data(context.dynamic_instance_pressure)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); |
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upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_pressure']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4); |
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gl.vertexAttribPointer(locations['a_pressure'], 1, gl.UNSIGNED_BYTE, true, 1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_pressure'], 1); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); |
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} |
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} |
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