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); // SDF locations = context.locations['sdf']; buffers = context.buffers['sdf']; gl.useProgram(context.programs['sdf']); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']); gl.enableVertexAttribArray(locations['a_pos']); gl.enableVertexAttribArray(locations['a_line']); gl.enableVertexAttribArray(locations['a_color']); 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); const npoints = context.static_serializer.offset / config.bytes_per_point; // TODO: if changed if (npoints > 0) { 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_debug_mode'], context.debug_mode ? 1 : 0); gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.static_serializer.buffer, 0, context.static_serializer.offset), gl.STATIC_DRAW); gl.drawArrays(gl.TRIANGLES, 0, npoints); } // Images // locations = context.locations['image']; // buffers = context.buffers['image']; // textures = context.textures['image']; // gl.useProgram(context.programs['image']); // 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); // if (context.quad_positions_f32.byteLength > 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(textures).length; // let active_image_index = -1; // gl.uniform1i(locations['u_outline'], 0); // for (let key = 0; key < count; ++key) { // if (textures[key].image_id === context.active_image) { // active_image_index = key; // continue; // } // gl.bindTexture(gl.TEXTURE_2D, 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, textures[active_image_index].texture); // gl.drawArrays(gl.TRIANGLES, active_image_index * 6, 6); // } }