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@ -274,13 +274,21 @@ async function draw(state, context, animate, ts) { |
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} |
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} |
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// TODO: what do we do with this
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// TODO: what do we do with this
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const circle_lod = Math.ceil(Math.min(7, 1 + Math.sqrt(state.canvas.zoom))); |
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const circle_lod = Math.round(Math.min(7, 3 * Math.sqrt(state.canvas.zoom))); |
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const circle_data = geometry_good_circle_and_dummy(circle_lod); |
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const circle_data = geometry_good_circle_and_dummy(circle_lod); |
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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 pr = programs['main']; |
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const pr = programs['main']; |
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const nbatches = 10; |
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const batches = []; |
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for (let i = 0; i < nbatches; ++i) { |
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batches.push(Math.floor(segment_count / nbatches * i)); |
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} |
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batches.push(segment_count); |
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gl.clear(gl.DEPTH_BUFFER_BIT); // draw strokes above the images
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gl.clear(gl.DEPTH_BUFFER_BIT); // draw strokes above the images
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gl.useProgram(pr.program); |
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gl.useProgram(pr.program); |
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@ -319,11 +327,6 @@ async function draw(state, context, animate, ts) { |
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// Circle meshes (shared for all instances)
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// Circle meshes (shared for all instances)
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gl.vertexAttribPointer(pr.locations['a_pos'], 2, gl.FLOAT, false, 2 * 4, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4 + round_to_pow2(context.instance_data_pressures.size, 4)); |
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gl.vertexAttribPointer(pr.locations['a_pos'], 2, gl.FLOAT, false, 2 * 4, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4 + round_to_pow2(context.instance_data_pressures.size, 4)); |
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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(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
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gl.vertexAttribPointer(pr.locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4); |
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gl.vertexAttribDivisor(pr.locations['a_pos'], 0); |
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gl.vertexAttribDivisor(pr.locations['a_pos'], 0); |
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gl.vertexAttribDivisor(pr.locations['a_a'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_a'], 1); |
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@ -331,8 +334,18 @@ async function draw(state, context, animate, ts) { |
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gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_pressure'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_pressure'], 1); |
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// Static draw (everything already bound)
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for (let b = 0; b < batches.length - 1; ++b) { |
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gl.drawElementsInstanced(gl.TRIANGLES, circle_data.indices.size, gl.UNSIGNED_INT, 0, segment_count); |
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const batch_from = batches[b]; |
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const batch_size = batches[b + 1] - batch_from; |
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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(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, batch_from * 2 * 4); |
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gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, batch_from * 2 * 4 + 2 * 4); |
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gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4 + batch_from * 4); |
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gl.vertexAttribPointer(pr.locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4 + batch_from); |
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gl.drawElementsInstanced(gl.TRIANGLES, circle_data.indices.size, gl.UNSIGNED_INT, 0, batch_size); |
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} |
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// I don't really know why I need to do this, but it
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// I don't really know why I need to do this, but it
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// makes background patter drawcall work properly
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// makes background patter drawcall work properly
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@ -540,6 +553,8 @@ async function draw(state, context, animate, ts) { |
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document.getElementById('debug-stats').innerHTML = ` |
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document.getElementById('debug-stats').innerHTML = ` |
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<span>Strokes onscreen: ${context.clipped_indices.size}</span> |
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<span>Strokes onscreen: ${context.clipped_indices.size}</span> |
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<span>Segments onscreen: ${segment_count}</span> |
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<span>Segments onscreen: ${segment_count}</span> |
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<span>Total vertices: ${segment_count * circle_data.indices.size}</span> |
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<span>Circle LOD: ${circle_lod}</span> |
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<span>Canvas offset: (${Math.round(state.canvas.offset.x * 100) / 100}, ${Math.round(state.canvas.offset.y * 100) / 100})</span> |
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<span>Canvas offset: (${Math.round(state.canvas.offset.x * 100) / 100}, ${Math.round(state.canvas.offset.y * 100) / 100})</span> |
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<span>Canvas zoom level: ${state.canvas.zoom_level}</span> |
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<span>Canvas zoom level: ${state.canvas.zoom_level}</span> |
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<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100) / 100}</span>`; |
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<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100) / 100}</span>`; |
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