function schedule_draw(state, context) { if (!state.timers.raf) { window.requestAnimationFrame(() => { draw(state, context) }); 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 draw(state, context) { const cpu_before = performance.now(); let lod_level = -1; for (let i = context.lods.length - 1; i >= 0; --i) { const level = context.lods[i]; if (state.canvas.zoom <= level.max_zoom) { lod_level = i; break; } } const lod = context.lods[lod_level]; state.timers.raf = false; const gl = context.gl; const width = window.innerWidth; const height = window.innerHeight; let query = null; if (context.gpu_timer_ext !== null) { query = gl.createQuery(); gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query); } 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); gl.bindBuffer(gl.ARRAY_BUFFER, lod.data_buffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, lod.index_buffer); const quad_data = serializer_create(1024); ser_f32(quad_data, 0); ser_f32(quad_data, 0); ser_f32(quad_data, 200); ser_f32(quad_data, 100); ser_u32(quad_data, 0); ser_f32(quad_data, 200); ser_f32(quad_data, 100); ser_f32(quad_data, 255); ser_f32(quad_data, 500); ser_u32(quad_data, 0); ser_f32(quad_data, 100); ser_f32(quad_data, 300); ser_f32(quad_data, 125); ser_f32(quad_data, 854); ser_u32(quad_data, 1); gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(quad_data.buffer, 0, quad_data.offset), gl.STATIC_DRAW); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([0, 1, 2, 3, 2, 1, 4, 5, 6, 7, 6, 5, 8, 9, 10, 11, 10, 9]), gl.STATIC_DRAW); locations = context.locations['sdf'].main; gl.useProgram(context.programs['sdf'].main); 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'], 2); gl.uniform1i(locations['u_debug_mode'], state.debug.red); gl.uniform1i(locations['u_stroke_data'], 0); gl.enableVertexAttribArray(locations['a_ab']); gl.enableVertexAttribArray(locations['a_stroke_id']); gl.vertexAttribPointer(locations['a_ab'], 4, gl.FLOAT, false, 5 * 4, 0); gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 5 * 4, 4 * 4); gl.vertexAttribDivisor(locations['a_ab'], 1); gl.vertexAttribDivisor(locations['a_stroke_id'], 1); const stroke_data = serializer_create(1024); ser_u8(stroke_data, 255); ser_u8(stroke_data, 0); ser_u8(stroke_data, 0); ser_u8(stroke_data, 8); ser_u8(stroke_data, 0); ser_u8(stroke_data, 0); ser_u8(stroke_data, 255); ser_u8(stroke_data, 1); gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 2, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 16, 0, 0, 255, 2])); gl.activeTexture(gl.TEXTURE0); gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0, 3); /* const before_clip = performance.now(); const index_count = bvh_clip(state, context, lod_level); const after_clip = performance.now(); gl.bindBuffer(gl.ARRAY_BUFFER, lod.data_buffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, lod.index_buffer); upload_if_needed(gl, gl.ARRAY_BUFFER, lod.vertices); upload_if_needed(gl, gl.ELEMENT_ARRAY_BUFFER, lod.indices); document.getElementById('debug-stats').innerHTML = ` LOD level: ${lod_level} Segments onscreen: ${index_count} Canvas offset: (${state.canvas.offset.x}, ${state.canvas.offset.y}) Canvas zoom: ${Math.round(state.canvas.zoom * 100000) / 100000}`; if (index_count > 0) { // DEPTH PREPASS if (state.debug.do_prepass) { gl.drawBuffers([gl.NONE]); locations = context.locations['sdf'].opaque; gl.useProgram(context.programs['sdf'].opaque); 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.stroke_count); gl.enableVertexAttribArray(locations['a_pos']); gl.enableVertexAttribArray(locations['a_line']); gl.enableVertexAttribArray(locations['a_stroke_id']); gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0); gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3); gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4); gl.drawElements(gl.TRIANGLES, index_count, gl.UNSIGNED_INT, 0); } // MAIN PASS gl.drawBuffers([gl.BACK]); locations = context.locations['sdf'].main; gl.useProgram(context.programs['sdf'].main); 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.stroke_count); gl.uniform1i(locations['u_debug_mode'], state.debug.red); gl.enableVertexAttribArray(locations['a_pos']); gl.enableVertexAttribArray(locations['a_line']); gl.enableVertexAttribArray(locations['a_color']); gl.enableVertexAttribArray(locations['a_stroke_id']); gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0); gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3); gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4); gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4); //index_buffer.reverse(); gl.drawElements(gl.TRIANGLES, index_count, gl.UNSIGNED_INT, 0); } */ /* // Dynamic data (stroke previews that are currently in progress) const dynamic_points = context.dynamic_serializer.offset / config.bytes_per_point; if (dynamic_points > 0) { gl.drawBuffers([gl.BACK]); locations = context.locations['sdf'].main; gl.useProgram(context.programs['sdf'].main); 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.stroke_count); gl.uniform1i(locations['u_debug_mode'], state.debug.red); gl.clear(gl.DEPTH_BUFFER_BIT); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed_dynamic']); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers['b_packed_dynamic_index']); gl.enableVertexAttribArray(locations['a_pos']); gl.enableVertexAttribArray(locations['a_line']); gl.enableVertexAttribArray(locations['a_color']); gl.enableVertexAttribArray(locations['a_stroke_id']); gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0); gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3); gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4); gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4); const dynamic_indices = []; let base = 0; for (const player_id in state.players) { // player has the same data as their current stroke: points, color, width const player = state.players[player_id]; if (player.points.length > 1) { for (let i = 0; i < player.points.length - 1; ++i) { dynamic_indices.push(base + 0); dynamic_indices.push(base + 1); dynamic_indices.push(base + 2); dynamic_indices.push(base + 3); dynamic_indices.push(base + 2); dynamic_indices.push(base + 1); base += 4; } } } if (context.need_dynamic_upload) { gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.dynamic_serializer.buffer, 0, context.dynamic_serializer.offset), gl.DYNAMIC_DRAW); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(dynamic_indices), gl.DYNAMIC_DRAW); context.need_dynamic_upload = false; } gl.drawElements(gl.TRIANGLES, dynamic_indices.length, gl.UNSIGNED_INT, 0); } */ if (state.debug.draw_bvh) { const points = new Float32Array(state.bvh.nodes.length * 6 * 2); for (let i = 0; i < state.bvh.nodes.length; ++i) { const box = state.bvh.nodes[i].bbox; points[i * 12 + 0] = box.x1; points[i * 12 + 1] = box.y1; points[i * 12 + 2] = box.x2; points[i * 12 + 3] = box.y1; points[i * 12 + 4] = box.x1; points[i * 12 + 5] = box.y2; points[i * 12 + 6] = box.x2; points[i * 12 + 7] = box.y2; points[i * 12 + 8] = box.x1; points[i * 12 + 9] = box.y2; points[i * 12 + 10] = box.x2; points[i * 12 + 11] = box.y1; } locations = context.locations['debug']; buffers = context.buffers['debug']; gl.useProgram(context.programs['debug']); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']); 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.enableVertexAttribArray(locations['a_pos']); gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 8, 0); gl.clear(gl.DEPTH_BUFFER_BIT); gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, points.length / 2); } 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 { setTimeout(next_tick, 0); } } } setTimeout(next_tick, 0); } const cpu_after = performance.now(); document.querySelector('.debug-timings .cpu').innerHTML = 'Last CPU Frametime: ' + Math.round((cpu_after - cpu_before) * 100) / 100 + 'ms'; }