function schedule_draw(state, context, animate = false) { if (!state.timers.raf) { window.requestAnimationFrame(async (ts) => { await draw(state, context, animate, ts); }); state.timers.raf = true; } } function upload_if_needed(gl, buffer_kind, serializer) { if (serializer.need_gpu_allocate) { if (config.debug_print) console.debug('gpu allocate'); gl.bufferData(buffer_kind, serializer.size, gl.DYNAMIC_DRAW); serializer.need_gpu_allocate = false; serializer.gpu_upload_from = 0; } if (serializer.gpu_upload_from < serializer.offset) { if (config.debug_print) console.debug('gpu upload'); const upload_offset = serializer.gpu_upload_from; const upload_size = serializer.offset - upload_offset; gl.bufferSubData(buffer_kind, upload_offset, new Uint8Array(serializer.buffer, upload_offset, upload_size)); serializer.gpu_upload_from = serializer.offset; } } function upload_square_rgba16ui_texture(gl, serializer, texture_size) { const bpp = 2 * 4; const data_size = serializer.offset - serializer.gpu_upload_from; let data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here const pixels_already_uploaded = serializer.gpu_upload_from / bpp; let rows_uploaded = Math.floor(pixels_already_uploaded / texture_size); const rows_remainder = pixels_already_uploaded % texture_size; // Upload first non-whole row (if last upload was not a whole number of rows) if (rows_remainder > 0) { const row_upload_to_full = texture_size - rows_remainder; const first_upload = Math.min(row_upload_to_full, data_pixels); if (first_upload > 0) { gl.texSubImage2D(gl.TEXTURE_2D, 0, rows_remainder, rows_uploaded, first_upload, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, serializer.gpu_upload_from, first_upload * 4)); data_pixels -= first_upload; serializer.gpu_upload_from += first_upload; rows_uploaded += 1; } } const rows = Math.ceil(data_pixels / texture_size); const last_row = data_pixels % texture_size; const whole_upload = (rows - 1) * texture_size; // Upload whole rows if (rows > 1) { gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows_uploaded, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, serializer.gpu_upload_from, whole_upload * 4)); rows_uploaded += rows - 1; } // Upload last row if (last_row > 0) { const last_row_upload = last_row * bpp; gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows_uploaded, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload * 4)); } serializer.gpu_upload_from = serializer.offset; } function draw_html(state) { // HUD-like things. Player cursors, screens for (const player_id in state.players) { if (player_id === state.me) continue; const player = state.players[player_id]; let player_cursor_element = document.querySelector(`.player-cursor[data-player-id="${player_id}"]`); if (player_cursor_element === null && player.online) { player_cursor_element = insert_player_cursor(state, player_id); } if (!player.online && player_cursor_element !== null) { player_cursor_element.remove(); const player_list_item = document.querySelector(`.player-list .player[data-player-id="${player_id}"]`); if (player_list_item) player_list_item.remove(); if (document.querySelector('.player-list').childElementCount === 0) { document.querySelector('.player-list').classList.add('vhide'); } } if (player_cursor_element && player.online) { const screenp = canvas_to_screen(state, player.cursor); player_cursor_element.style.transform = `translate(${Math.round(screenp.x)}px, ${Math.round(screenp.y)}px) rotate(-30deg)`; } } } async function draw(state, context, animate, ts) { const dt = ts - context.last_frame_ts; const cpu_before = performance.now(); context.last_frame_ts = ts; const gl = context.gl; const width = window.innerWidth; const height = window.innerHeight; bvh_clip(state, context); const segment_count = await geometry_write_instances(state, context); const dynamic_segment_count = context.dynamic_segment_count; const dynamic_stroke_count = context.dynamic_stroke_count; let query = null; if (context.gpu_timer_ext !== null) { query = gl.createQuery(); gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query); } // Only clear once we have the data, this might not always be on the same frame? gl.viewport(0, 0, context.canvas.width, context.canvas.height); gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); 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') { const pr = programs['dots']; gl.useProgram(pr.program); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']); 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(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); const zoom_previous = Math.pow(2, Math.floor(zoom_log2)); const zoom_next = Math.pow(2, Math.ceil(zoom_log2)); // Previous level { const one_dot = new Float32Array(geometry_gen_quad(0, 0, 1 / zoom_previous)); 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(pr.locations['u_fadeout'], t); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']); gl.bufferData(gl.ARRAY_BUFFER, dot_instances, gl.STREAM_DRAW); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dot_instances.length / 2); } // Next level if (zoom_previous != zoom_next) { 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(pr.locations['u_fadeout'], t); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']); gl.bufferData(gl.ARRAY_BUFFER, dot_instances, gl.STREAM_DRAW); 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); //if (zoom_log2 === Math.floor(zoom_log2)) { // zoom_log2 -= 0.001; //} const zoom_previous = Math.pow(8, Math.floor(zoom_log8)); let zoom_next = Math.pow(8, Math.ceil(zoom_log8)); if (zoom_next === zoom_previous) { zoom_next = zoom_previous * 8; } gl.useProgram(pr.program); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_grid']); 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(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) { const grid_instances = new Float32Array(geometry_gen_fullscreen_grid_1d(state, context, 32 / zoom_previous, 32 / zoom_previous)); let t = (zoom / zoom_previous - 1) / -7 + 1; t = 0.25; 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); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, grid_instances.length / 2); } // Next level (minor lines) { const grid_instances = new Float32Array(geometry_gen_fullscreen_grid_1d(state, context, 32 / zoom_next, 32 / zoom_next)); let t = (zoom_next / zoom - 1) / 7; t = Math.min(0.1, -t + 1); // slight fade-in 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); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, grid_instances.length / 2); } } // 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_images']); gl.bufferData(gl.ARRAY_BUFFER, quads, gl.STATIC_DRAW); gl.vertexAttribDivisor(pr.locations['a_pos'], 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(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(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); } } offset += 6; } } // TODO: what do we do with this const circle_lod = Math.ceil(Math.min(7, 1 + Math.sqrt(state.canvas.zoom))); const circle_data = geometry_good_circle_and_dummy(circle_lod); // "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 + round_to_pow2(context.instance_data_pressures.size, 4) + circle_data.points.size * 4; 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.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4 + round_to_pow2(context.instance_data_pressures.size, 4), tv_data(circle_data.points)); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers['i_strokes_static']); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, tv_data(circle_data.indices), gl.STREAM_DRAW); gl.bindTexture(gl.TEXTURE_2D, textures['stroke_data']); upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); 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.uniform1i(pr.locations['u_circle_points'], circle_data.points.size / 2 - 4); gl.enableVertexAttribArray(pr.locations['a_pos']); 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']); // Circle meshes (shared for all instances) 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)); // 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(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(pr.locations['a_pos'], 0); 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.drawElementsInstanced(gl.TRIANGLES, circle_data.indices.size, gl.UNSIGNED_INT, 0, segment_count); // I don't really know why I need to do this, but it // makes background patter drawcall work properly gl.vertexAttribDivisor(pr.locations['a_pos'], 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 draw (strokes currently being drawn) if (false && dynamic_segment_count > 0) { const pr = programs['main']; // same as static // Dynamic strokes should be drawn above static strokes gl.clear(gl.DEPTH_BUFFER_BIT); gl.useProgram(pr.program); 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 = context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4 + context.dynamic_instance_pressure.size; gl.bufferData(gl.ARRAY_BUFFER, total_dynamic_size, gl.STREAM_DRAW); gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points)); 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, textures['dynamic_stroke_data']); upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); 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'], 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.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) if (context.dynamic_instance_ids.size > 1) { 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); } else { // A special case where there is no second point. Reuse the first point and handle the zero length segment in the shader 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, 0); } 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(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, 32 * 3 + 6 + 32 * 3, dynamic_segment_count); 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_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, textures['ui']); upload_square_rgba16ui_texture(gl, handles.stroke_data, config.ui_texture_size); 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.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); gl.drawArraysInstanced(gl.TRIANGLES, 0, 32 * 3 + 6 + 32 * 3, ui_segments); // I don't really know why I need to do this, but it // makes background patter drawcall work properly 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 pr = programs['iquad']; 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]; tv_add(bboxes, stroke.bbox.x1); tv_add(bboxes, stroke.bbox.y1); tv_add(bboxes, stroke.bbox.x2); tv_add(bboxes, stroke.bbox.y2); } const quad_count = bboxes.size / 4; gl.useProgram(pr.program); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_iquads']); gl.bufferData(gl.ARRAY_BUFFER, tv_data(bboxes), gl.STREAM_DRAW); 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.enableVertexAttribArray(pr.locations['a_topleft']); gl.enableVertexAttribArray(pr.locations['a_bottomright']); gl.vertexAttribPointer(pr.locations['a_topleft'], 2, gl.FLOAT, false, 4 * 4, 0); gl.vertexAttribPointer(pr.locations['a_bottomright'], 2, gl.FLOAT, false, 4 * 4, 2 * 4); gl.vertexAttribDivisor(pr.locations['a_topleft'], 1); gl.vertexAttribDivisor(pr.locations['a_bottomright'], 1); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, quad_count); gl.vertexAttribDivisor(pr.locations['a_topleft'], 0); gl.vertexAttribDivisor(pr.locations['a_bottomright'], 0); } if (config.draw_fullnodes) { const quads = bvh_get_fullnodes_debug(state, context); const pr = programs['iquad']; const bboxes = tv_create(Float32Array, quads.length * 4); for (let i = 0; i < quads.length; ++i) { const bbox = quads[i]; tv_add(bboxes, bbox.x1); tv_add(bboxes, bbox.y1); tv_add(bboxes, bbox.x2); tv_add(bboxes, bbox.y2); } const quad_count = bboxes.size / 4; gl.useProgram(pr.program); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_iquads']); gl.bufferData(gl.ARRAY_BUFFER, tv_data(bboxes), gl.STREAM_DRAW); 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.enableVertexAttribArray(pr.locations['a_topleft']); gl.enableVertexAttribArray(pr.locations['a_bottomright']); gl.vertexAttribPointer(pr.locations['a_topleft'], 2, gl.FLOAT, false, 4 * 4, 0); gl.vertexAttribPointer(pr.locations['a_bottomright'], 2, gl.FLOAT, false, 4 * 4, 2 * 4); gl.vertexAttribDivisor(pr.locations['a_topleft'], 1); gl.vertexAttribDivisor(pr.locations['a_bottomright'], 1); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, quad_count); gl.vertexAttribDivisor(pr.locations['a_topleft'], 0); gl.vertexAttribDivisor(pr.locations['a_bottomright'], 0); } document.getElementById('debug-stats').innerHTML = ` Strokes onscreen: ${context.clipped_indices.size} Segments onscreen: ${segment_count} Canvas offset: (${Math.round(state.canvas.offset.x * 100) / 100}, ${Math.round(state.canvas.offset.y * 100) / 100}) Canvas zoom level: ${state.canvas.zoom_level} Canvas zoom: ${Math.round(state.canvas.zoom * 100) / 100}`; if (context.gpu_timer_ext) { gl.endQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT); const next_tick = () => { if (query) { // At some point in the future, after returning control to the browser const available = gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE); const disjoint = gl.getParameter(context.gpu_timer_ext.GPU_DISJOINT_EXT); if (available && !disjoint) { // See how much time the rendering of the object took in nanoseconds. const timeElapsed = gl.getQueryParameter(query, gl.QUERY_RESULT); //console.debug(timeElapsed / 1000000); document.querySelector('.debug-timings .gpu').innerHTML = 'Last GPU Frametime: ' + Math.round(timeElapsed / 10000) / 100 + 'ms'; } if (available || disjoint) { // Clean up the query object. gl.deleteQuery(query); // Don't re-enter this polling loop. query = null; } else if (!available) { setTimeout(next_tick, 0); } } } setTimeout(next_tick, 0); } const cpu_after = performance.now(); state.timers.raf = false; document.querySelector('.debug-timings .cpu').innerHTML = 'Last CPU Frametime: ' + Math.round((cpu_after - cpu_before) * 100) / 100 + 'ms'; if (state.debug.benchmark_mode) { const redraw = state.debug.on_benchmark(); if (redraw) { schedule_draw(state, context); } } if (state.canvas.target_zoom != state.canvas.zoom) { update_canvas_zoom(state, state.canvas.zoom, state.canvas.target_zoom, animate ? dt : context.last_frame_dt); schedule_draw(state, context, true); } context.last_frame_dt = dt; } function update_canvas_zoom(state, current, target, dt) { const rate = Math.min(1.0, dt / 16.66 * 0.3); if (Math.abs(1.0 - current / target) > 0.01) { state.canvas.zoom = current + (target - current) * rate; } else { state.canvas.zoom = target; } // https://gist.github.com/aolo2/a373363419bd5a9283977ab9f8841f78 const zc = state.canvas.zoom_screenp; state.canvas.offset.x = zc.x - (zc.x - state.canvas.offset.x) * state.canvas.zoom / current; state.canvas.offset.y = zc.y - (zc.y - state.canvas.offset.y) * state.canvas.zoom / current; update_cursor(state); }