function schedule_draw(state, context) { if (!state.timers.raf) { window.requestAnimationFrame(() => draw(state, context)); state.timers.raf = true; } } function draw(state, context) { state.timers.raf = false; const gl = context.gl; const width = window.innerWidth; const height = window.innerHeight; let locations; let buffers; gl.viewport(0, 0, context.canvas.width, context.canvas.height); gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); gl.clear(gl.COLOR_BUFFER_BIT); // Images locations = context.locations['quad']; buffers = context.buffers['quad']; gl.useProgram(context.programs['quad']); gl.enableVertexAttribArray(locations['a_pos']); gl.enableVertexAttribArray(locations['a_texcoord']); 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); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_pos']); gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 0, 0); gl.bufferData(gl.ARRAY_BUFFER, context.quad_positions_f32, gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_texcoord']); gl.vertexAttribPointer(locations['a_texcoord'], 2, gl.FLOAT, false, 0, 0); gl.bufferData(gl.ARRAY_BUFFER, context.quad_texcoords_f32, gl.STATIC_DRAW); const count = Object.keys(context.textures).length; let active_image_index = -1; gl.uniform1i(locations['u_outline'], 0); for (let key = 0; key < count; ++key) { if (context.textures[key].image_id === context.active_image) { active_image_index = key; continue; } gl.bindTexture(gl.TEXTURE_2D, context.textures[key].texture); gl.drawArrays(gl.TRIANGLES, key * 6, 6); } if (active_image_index !== -1) { gl.uniform1i(locations['u_outline'], 1); gl.bindTexture(gl.TEXTURE_2D, context.textures[active_image_index].texture); gl.drawArrays(gl.TRIANGLES, active_image_index * 6, 6); } // Strokes locations = context.locations['stroke']; buffers = context.buffers['stroke']; gl.useProgram(context.programs['stroke']); gl.enableVertexAttribArray(locations['a_type']); gl.enableVertexAttribArray(locations['a_pos']); gl.enableVertexAttribArray(locations['a_texcoord']); gl.enableVertexAttribArray(locations['a_color']); 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.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']); gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, config.bytes_per_point, 0); gl.vertexAttribPointer(locations['a_texcoord'], 2, gl.FLOAT, false, config.bytes_per_point, 8); gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 16); gl.vertexAttribPointer(locations['a_type'], 1, gl.UNSIGNED_BYTE, false, config.bytes_per_point, 19); gl.bufferData(gl.ARRAY_BUFFER, context.static_stroke_serializer.buffer, gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, context.static_stroke_serializer.offset / config.bytes_per_point); gl.bufferData(gl.ARRAY_BUFFER, context.dynamic_stroke_serializer.buffer, gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, context.dynamic_stroke_serializer.offset / config.bytes_per_point); }