function schedule_draw(state, context) { if (!state.timers.raf) { window.requestAnimationFrame(async () => { await 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) { // TODO: only subupload what's needed 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_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) { const cpu_before = performance.now(); 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); // Draw the background pattern gl.useProgram(context.programs['pattern'].dots); buffers = context.buffers['pattern']; locations = context.locations['pattern'].dots; if (state.canvas.zoom >= config.pattern_fadeout_min) { // Reused data gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dot']); const one_dot = new Float32Array(geometry_gen_circle(0, 0, 1, 32)); const dot_instances = new Float32Array(geometry_gen_fullscreen_grid(state, context, 32, 32, 50, 50)); gl.bufferData(gl.ARRAY_BUFFER, one_dot, gl.STREAM_DRAW); gl.enableVertexAttribArray(locations['a_xy']); gl.vertexAttribPointer(locations['a_xy'], 2, gl.FLOAT, false, 2 * 4, 0); // Per-instance data gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); gl.bufferData(gl.ARRAY_BUFFER, dot_instances, gl.STREAM_DRAW); gl.enableVertexAttribArray(locations['a_center']); gl.vertexAttribPointer(locations['a_center'], 2, gl.FLOAT, false, 2 * 4, 0); gl.vertexAttribDivisor(locations['a_center'], 1); 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); if (config.pattern_fadeout_min <= state.canvas.zoom && state.canvas.zoom <= config.pattern_fadeout_max) { const t = (state.canvas.zoom - config.pattern_fadeout_min) / (config.pattern_fadeout_max - config.pattern_fadeout_min); gl.uniform1f(locations['u_fadeout'], t); } else { gl.uniform1f(locations['u_fadeout'], 1); } gl.drawArraysInstanced(gl.TRIANGLES, 0, one_dot.length / 2, dot_instances.length / 2); } gl.clear(gl.DEPTH_BUFFER_BIT); gl.useProgram(context.programs['sdf'].main); buffers = context.buffers['sdf']; locations = context.locations['sdf'].main; // "Static" data upload if (segment_count > 0) { const total_static_size = context.instance_data_points.size * 4 + context.instance_data_ids.size * 4 + context.instance_data_pressures.size; gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); 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.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); 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_a']); gl.enableVertexAttribArray(locations['a_b']); gl.enableVertexAttribArray(locations['a_stroke_id']); gl.enableVertexAttribArray(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) gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4); gl.vertexAttribDivisor(locations['a_a'], 1); gl.vertexAttribDivisor(locations['a_b'], 1); gl.vertexAttribDivisor(locations['a_stroke_id'], 1); gl.vertexAttribDivisor(locations['a_pressure'], 1); // Static draw (everything already bound) gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); // I don't really know why I need to do this, but it // makes background patter drawcall work properly gl.vertexAttribDivisor(locations['a_a'], 0); gl.vertexAttribDivisor(locations['a_b'], 0); gl.vertexAttribDivisor(locations['a_stroke_id'], 0); gl.vertexAttribDivisor(locations['a_pressure'], 0); } // Dynamic strokes should be drawn above static strokes gl.clear(gl.DEPTH_BUFFER_BIT); // Dynamic draw (strokes currently being drawn) if (dynamic_segment_count > 0) { gl.uniform1i(locations['u_stroke_count'], dynamic_stroke_count); gl.uniform1i(locations['u_stroke_data'], 0); gl.uniform1i(locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size); gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); // 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, context.textures['dynamic_stroke_data']); upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); gl.enableVertexAttribArray(locations['a_a']); gl.enableVertexAttribArray(locations['a_b']); gl.enableVertexAttribArray(locations['a_stroke_id']); gl.enableVertexAttribArray(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) gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4); gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4); gl.vertexAttribDivisor(locations['a_a'], 1); gl.vertexAttribDivisor(locations['a_b'], 1); gl.vertexAttribDivisor(locations['a_stroke_id'], 1); gl.vertexAttribDivisor(locations['a_pressure'], 1); gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); gl.vertexAttribDivisor(locations['a_a'], 0); gl.vertexAttribDivisor(locations['a_b'], 0); gl.vertexAttribDivisor(locations['a_stroke_id'], 0); gl.vertexAttribDivisor(locations['a_pressure'], 0); } document.getElementById('debug-stats').innerHTML = ` 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); } } }