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 upload_square_rgba16ui_texture(gl, serializer, texture_size) { const bpp = 2 * 4; const data_size = serializer.offset; const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here const rows = Math.ceil(data_pixels / texture_size); const last_row = data_pixels % texture_size; const whole_upload = (rows - 1) * texture_size * bpp; // Upload whole rows if (rows > 1) { gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, 0, whole_upload / 2)); } // Upload last row if (last_row > 0) { const last_row_upload = last_row * bpp; gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows - 1, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload / 2)); } } function draw(state, context) { const cpu_before = performance.now(); 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); locations = context.locations['sdf'].main; buffers = context.buffers['sdf']; gl.useProgram(context.programs['sdf'].main); bvh_clip(state, context); const segment_count = geometry_write_instances(state, context); // TODO: maybe have a pool of buffers (pow2?) and select an appropriate one gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.instance_data.buffer, 0, segment_count * config.bytes_per_instance), gl.DYNAMIC_DRAW); 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.events.length); gl.uniform1i(locations['u_debug_mode'], state.debug.red); gl.uniform1i(locations['u_stroke_data'], 0); gl.uniform1i(locations['u_stroke_texture_size'], config.stroke_texture_size); gl.enableVertexAttribArray(locations['a_ab']); gl.enableVertexAttribArray(locations['a_stroke_id']); gl.vertexAttribPointer(locations['a_ab'], 4, gl.FLOAT, false, config.bytes_per_instance, 0); gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_instance, 4 * 4); gl.vertexAttribDivisor(locations['a_ab'], 1); gl.vertexAttribDivisor(locations['a_stroke_id'], 1); gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); // TODO: this is stable data, only upload new strokes as they arrive upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); gl.activeTexture(gl.TEXTURE0); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); // TODO: based on clipping results document.getElementById('debug-stats').innerHTML = ` Segments onscreen: ${segment_count} Canvas offset: (${state.canvas.offset.x}, ${state.canvas.offset.y}) Canvas zoom: ${Math.round(state.canvas.zoom * 100000) / 100000}`; /* 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); 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 if (!available) { 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'; }