function push_point(s, x, y, u, v, r, g, b, type) { ser_f32(s, x); ser_f32(s, y); ser_f32(s, u); ser_f32(s, v); ser_u8(s, r); ser_u8(s, g); ser_u8(s, b); ser_u8(s, type); } function push_circle(s, cx, cy, radius, r, g, b) { push_point(s, cx - radius, cy - radius, 0, 0, r, g, b, 1); push_point(s, cx - radius, cy + radius, 0, 1, r, g, b, 1); push_point(s, cx + radius, cy - radius, 1, 0, r, g, b, 1); push_point(s, cx + radius, cy + radius, 1, 1, r, g, b, 1); push_point(s, cx + radius, cy - radius, 1, 0, r, g, b, 1); push_point(s, cx - radius, cy + radius, 0, 1, r, g, b, 1); } function push_quad(s, p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y, r, g, b) { push_point(s, p1x, p1y, 0, 0, r, g, b, 0); push_point(s, p2x, p2y, 0, 1, r, g, b, 0); push_point(s, p3x, p3y, 1, 0, r, g, b, 0); push_point(s, p4x, p4y, 1, 1, r, g, b, 0); push_point(s, p3x, p3y, 1, 0, r, g, b, 0); push_point(s, p2x, p2y, 0, 1, r, g, b, 0); } function push_stroke(s, stroke) { const stroke_width = stroke.width; const points = stroke.points; const color_u32 = stroke.color; const r = (color_u32 >> 16) & 0xFF; const g = (color_u32 >> 8) & 0xFF; const b = color_u32 & 0xFF; if (points.length === 0) { return; } if (points.length === 1) { push_circle(s, points[0].x, points[0].y, stroke_width / 2, r, g, b); return; } for (let i = 0; i < points.length - 1; ++i) { const px = points[i].x; const py = points[i].y; const nextpx = points[i + 1].x; const nextpy = points[i + 1].y; const d1x = nextpx - px; const d1y = nextpy - py; // Perpendicular to (d1x, d1y), points to the LEFT let perp1x = -d1y; let perp1y = d1x; const perpnorm1 = Math.sqrt(perp1x * perp1x + perp1y * perp1y); perp1x /= perpnorm1; perp1y /= perpnorm1; const s1x = px + perp1x * stroke_width / 2; const s1y = py + perp1y * stroke_width / 2; const s2x = px - perp1x * stroke_width / 2; const s2y = py - perp1y * stroke_width / 2; const s3x = nextpx + perp1x * stroke_width / 2; const s3y = nextpy + perp1y * stroke_width / 2; const s4x = nextpx - perp1x * stroke_width / 2; const s4y = nextpy - perp1y * stroke_width / 2; push_quad(s, s2x, s2y, s1x, s1y, s4x, s4y, s3x, s3y, r, g, b); push_circle(s, px, py, stroke_width / 2, r, g, b); } const lastp = points[points.length - 1]; push_circle(s, lastp.x, lastp.y, stroke_width / 2, r, g, b); } function geometry_prepare_stroke(state) { if (!state.online) { return null; } return { 'color': state.players[state.me].color, 'width': state.players[state.me].width, 'points': process_stroke(state, state.players[state.me].points), 'user_id': state.me, }; } function geometry_add_stroke(state, context, stroke) { if (!state.online || !stroke) return; const bytes_left = context.static_stroke_serializer.size - context.static_stroke_serializer.offset; const bytes_needed = (stroke.points.length * 12 + 6) * config.bytes_per_point; if (bytes_left < bytes_needed) { const old_view = context.static_stroke_serializer.strview; const old_offset = context.static_stroke_serializer.offset; const new_size = Math.ceil((context.static_stroke_serializer.size + bytes_needed) * 1.62); context.static_stroke_serializer = serializer_create(new_size); context.static_stroke_serializer.strview.set(old_view); context.static_stroke_serializer.offset = old_offset; } push_stroke(context.static_stroke_serializer, stroke); } function recompute_dynamic_data(state, context) { let bytes_needed = 0; for (const player_id in state.players) { const player = state.players[player_id]; if (player.points.length > 0) { bytes_needed += (player.points.length * 12 + 6) * config.bytes_per_point; } } if (bytes_needed > context.dynamic_stroke_serializer.size) { context.dynamic_stroke_serializer = serializer_create(Math.ceil(bytes_needed * 1.62)); } else { context.dynamic_stroke_serializer.offset = 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 > 0) { push_stroke(context.dynamic_stroke_serializer, player); } } } function geometry_add_point(state, context, player_id, point) { if (!state.online) return; state.players[player_id].points.push(point); recompute_dynamic_data(state, context); } function geometry_clear_player(state, context, player_id) { if (!state.online) return; state.players[player_id].points.length = 0; recompute_dynamic_data(state, context); } function add_image(context, image_id, bitmap, p) { const x = p.x; const y = p.y; const gl = context.gl; const id = Object.keys(context.textures).length; context.textures[id] = { 'texture': gl.createTexture(), 'image_id': image_id }; gl.bindTexture(gl.TEXTURE_2D, context.textures[id].texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,gl.UNSIGNED_BYTE, bitmap); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); context.quad_positions.push(...[ x, y, x, y + bitmap.height, x + bitmap.width, y + bitmap.height, x + bitmap.width, y, x, y, x + bitmap.width, y + bitmap.height, ]); context.quad_texcoords.push(...[ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, ]); context.quad_positions_f32 = new Float32Array(context.quad_positions); context.quad_texcoords_f32 = new Float32Array(context.quad_texcoords); } function move_image(context, image_event) { const x = image_event.x; const y = image_event.y; const count = Object.keys(context.textures).length; for (let id = 0; id < count; ++id) { const image = context.textures[id]; if (image.image_id === image_event.image_id) { context.quad_positions[id * 12 + 0] = x; context.quad_positions[id * 12 + 1] = y; context.quad_positions[id * 12 + 2] = x; context.quad_positions[id * 12 + 3] = y + image_event.height; context.quad_positions[id * 12 + 4] = x + image_event.width; context.quad_positions[id * 12 + 5] = y + image_event.height; context.quad_positions[id * 12 + 6] = x + image_event.width; context.quad_positions[id * 12 + 7] = y; context.quad_positions[id * 12 + 8] = x; context.quad_positions[id * 12 + 9] = y; context.quad_positions[id * 12 + 10] = x + image_event.width; context.quad_positions[id * 12 + 11] = y + image_event.height; context.quad_positions_f32 = new Float32Array(context.quad_positions); break; } } } function image_at(state, x, y) { for (let i = state.events.length - 1; i >= 0; --i) { const event = state.events[i]; if (event.type === EVENT.IMAGE && !event.deleted) { if ('height' in event && 'width' in event) { if (event.x <= x && x <= event.x + event.width && event.y <= y && y <= event.y + event.height) { return event; } } } } return null; }