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628 lines
29 KiB
628 lines
29 KiB
function schedule_draw(state, context, animate = false) { |
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if (!state.timers.raf) { |
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window.requestAnimationFrame(async (ts) => { |
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await draw(state, context, animate, ts); |
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}); |
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state.timers.raf = true; |
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} |
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} |
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|
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function upload_if_needed(gl, buffer_kind, serializer) { |
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if (serializer.need_gpu_allocate) { |
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if (config.debug_print) console.debug('gpu allocate'); |
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gl.bufferData(buffer_kind, serializer.size, gl.DYNAMIC_DRAW); |
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serializer.need_gpu_allocate = false; |
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serializer.gpu_upload_from = 0; |
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} |
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|
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if (serializer.gpu_upload_from < serializer.offset) { |
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if (config.debug_print) console.debug('gpu upload'); |
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const upload_offset = serializer.gpu_upload_from; |
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const upload_size = serializer.offset - upload_offset; |
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gl.bufferSubData(buffer_kind, upload_offset, new Uint8Array(serializer.buffer, upload_offset, upload_size)); |
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serializer.gpu_upload_from = serializer.offset; |
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} |
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} |
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|
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function upload_square_rgba16ui_texture(gl, serializer, texture_size) { |
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const bpp = 2 * 4; |
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const data_size = serializer.offset - serializer.gpu_upload_from; |
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|
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let data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here |
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|
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const pixels_already_uploaded = serializer.gpu_upload_from / bpp; |
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let rows_uploaded = Math.floor(pixels_already_uploaded / texture_size); |
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const rows_remainder = pixels_already_uploaded % texture_size; |
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|
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// Upload first non-whole row (if last upload was not a whole number of rows) |
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if (rows_remainder > 0) { |
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const row_upload_to_full = texture_size - rows_remainder; |
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const first_upload = Math.min(row_upload_to_full, data_pixels); |
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|
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if (first_upload > 0) { |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, rows_remainder, rows_uploaded, first_upload, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, serializer.gpu_upload_from, first_upload * 4)); |
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|
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data_pixels -= first_upload; |
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serializer.gpu_upload_from += first_upload; |
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rows_uploaded += 1; |
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} |
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} |
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|
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const rows = Math.ceil(data_pixels / texture_size); |
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const last_row = data_pixels % texture_size; |
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const whole_upload = (rows - 1) * texture_size; |
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|
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// Upload whole rows |
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if (rows > 1) { |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows_uploaded, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, serializer.gpu_upload_from, whole_upload * 4)); |
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rows_uploaded += rows - 1; |
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} |
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|
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// Upload last row |
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if (last_row > 0) { |
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const last_row_upload = last_row * bpp; |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows_uploaded, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload * 4)); |
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} |
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serializer.gpu_upload_from = serializer.offset; |
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} |
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function draw_html(state) { |
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// HUD-like things. Player cursors, screens |
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for (const player_id in state.players) { |
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if (player_id === state.me) continue; |
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const player = state.players[player_id]; |
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let player_cursor_element = document.querySelector(`.player-cursor[data-player-id="${player_id}"]`); |
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if (player_cursor_element === null && player.online) { |
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player_cursor_element = insert_player_cursor(state, player_id); |
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} |
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if (!player.online && player_cursor_element !== null) { |
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player_cursor_element.remove(); |
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const player_list_item = document.querySelector(`.player-list .player[data-player-id="${player_id}"]`); |
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if (player_list_item) player_list_item.remove(); |
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if (document.querySelector('.player-list').childElementCount === 0) { |
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document.querySelector('.player-list').classList.add('vhide'); |
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} |
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} |
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if (player_cursor_element && player.online) { |
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const screenp = canvas_to_screen(state, player.cursor); |
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player_cursor_element.style.transform = `translate(${Math.round(screenp.x)}px, ${Math.round(screenp.y)}px) rotate(-30deg)`; |
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} |
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} |
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} |
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async function draw(state, context, animate, ts) { |
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const dt = ts - context.last_frame_ts; |
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const cpu_before = performance.now(); |
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context.last_frame_ts = ts; |
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const gl = context.gl; |
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const width = window.innerWidth; |
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const height = window.innerHeight; |
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bvh_clip(state, context); |
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const segment_count = await geometry_write_instances(state, context); |
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const dynamic_segment_count = context.dynamic_segment_count; |
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const dynamic_stroke_count = context.dynamic_stroke_count; |
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let query = null; |
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if (context.gpu_timer_ext !== null) { |
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query = gl.createQuery(); |
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gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query); |
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} |
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// Only clear once we have the data, this might not always be on the same frame? |
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gl.viewport(0, 0, context.canvas.width, context.canvas.height); |
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gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); |
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gl.clearDepth(0.0); |
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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const locations = context.locations; |
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const buffers = context.buffers; |
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const programs = context.programs; |
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const textures = context.textures; |
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// Draw the background pattern |
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if (state.background_pattern === 'dots') { |
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const pr = programs['dots']; |
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gl.useProgram(pr.program); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']); |
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gl.enableVertexAttribArray(pr.locations['a_center']); |
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gl.vertexAttribPointer(pr.locations['a_center'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribDivisor(pr.locations['a_center'], 1); |
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gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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const zoom = state.canvas.zoom; |
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const zoom_log2 = Math.log2(zoom); |
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const zoom_previous = Math.pow(2, Math.floor(zoom_log2)); |
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const zoom_next = Math.pow(2, Math.ceil(zoom_log2)); |
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// Previous level |
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{ |
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const one_dot = new Float32Array(geometry_gen_quad(0, 0, 1 / zoom_previous)); |
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const dot_instances = new Float32Array(geometry_gen_fullscreen_grid(state, context, 32 / zoom_previous, 32 / zoom_previous)); |
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const t = Math.min(1.0, 1.0 - (zoom / zoom_previous) / 2.0); |
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gl.uniform1f(pr.locations['u_fadeout'], t); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']); |
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gl.bufferData(gl.ARRAY_BUFFER, dot_instances, gl.STREAM_DRAW); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dot_instances.length / 2); |
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} |
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// Next level |
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if (zoom_previous != zoom_next) { |
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const dot_instances = new Float32Array(geometry_gen_fullscreen_grid(state, context, 32 / zoom_next, 32 / zoom_next)); |
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const t = Math.min(1.0, 1.0 - (zoom_next / zoom) / 2.0); |
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gl.uniform1f(pr.locations['u_fadeout'], t); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_dot']); |
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gl.bufferData(gl.ARRAY_BUFFER, dot_instances, gl.STREAM_DRAW); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dot_instances.length / 2); |
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} |
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} else if (state.background_pattern === 'grid') { |
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const pr = programs['grid']; |
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const zoom = state.canvas.zoom; |
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let zoom_log8 = Math.log(zoom) / Math.log(8); |
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//if (zoom_log2 === Math.floor(zoom_log2)) { |
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// zoom_log2 -= 0.001; |
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//} |
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const zoom_previous = Math.pow(8, Math.floor(zoom_log8)); |
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let zoom_next = Math.pow(8, Math.ceil(zoom_log8)); |
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if (zoom_next === zoom_previous) { |
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zoom_next = zoom_previous * 8; |
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} |
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gl.useProgram(pr.program); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_grid']); |
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gl.enableVertexAttribArray(pr.locations['a_data']); |
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gl.vertexAttribPointer(pr.locations['a_data'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribDivisor(pr.locations['a_data'], 1); |
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gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1f(pr.locations['u_fadeout'], 1.0); |
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// Previous level (major lines) |
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{ |
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const grid_instances = new Float32Array(geometry_gen_fullscreen_grid_1d(state, context, 32 / zoom_previous, 32 / zoom_previous)); |
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let t = (zoom / zoom_previous - 1) / -7 + 1; |
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t = 0.25; |
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gl.uniform1f(pr.locations['u_fadeout'], t); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_grid']); |
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gl.bufferData(gl.ARRAY_BUFFER, grid_instances, gl.STREAM_DRAW); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, grid_instances.length / 2); |
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} |
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// Next level (minor lines) |
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{ |
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const grid_instances = new Float32Array(geometry_gen_fullscreen_grid_1d(state, context, 32 / zoom_next, 32 / zoom_next)); |
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let t = (zoom_next / zoom - 1) / 7; |
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t = Math.min(0.1, -t + 1); // slight fade-in |
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gl.uniform1f(pr.locations['u_fadeout'], t); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance_grid']); |
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gl.bufferData(gl.ARRAY_BUFFER, grid_instances, gl.STREAM_DRAW); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, grid_instances.length / 2); |
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} |
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} |
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// Images |
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{ |
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const pr = programs['image']; |
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gl.clear(gl.DEPTH_BUFFER_BIT); // draw images above the background pattern |
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gl.useProgram(pr.program); |
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let offset = 0; |
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const quads = geometry_image_quads(state, context); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_images']); |
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gl.bufferData(gl.ARRAY_BUFFER, quads, gl.STATIC_DRAW); |
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gl.vertexAttribDivisor(pr.locations['a_pos'], 0); |
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gl.enableVertexAttribArray(pr.locations['a_pos']); |
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gl.vertexAttribPointer(pr.locations['a_pos'], 2, gl.FLOAT, false, 2 * 4, 0); |
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for (const entry of context.images) { |
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if (!entry.deleted) { |
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gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(pr.locations['u_texture'], 0); // Only 1 active texture for each drawcall |
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gl.uniform1i(pr.locations['u_solid'], 0); |
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gl.bindTexture(gl.TEXTURE_2D, entry.texture); |
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gl.drawArrays(gl.TRIANGLES, offset, 6); |
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// Highlight active image |
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if (entry.key === state.active_image) { |
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gl.uniform1i(pr.locations['u_solid'], 1); |
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gl.uniform4f(pr.locations['u_color'], 0.133 * 0.5, 0.545 * 0.5, 0.902 * 0.5, 0.5); |
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gl.drawArrays(gl.TRIANGLES, offset, 6); |
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} |
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} |
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offset += 6; |
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} |
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} |
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if (false) { |
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// TODO: @speed maybe we can get this while clipping "for free"? |
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let largest_width = 0; |
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for (let i = 0; i < context.clipped_indices.size; ++i) { |
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const stroke_id = context.clipped_indices.data[i]; |
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const stroke = state.events[stroke_id]; |
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if (stroke.width > largest_width) { |
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largest_width = stroke.width; |
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} |
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} |
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largest_width *= state.canvas.zoom; |
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} |
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// Largest distance from N-th circle LOD to a real circle should be less than 1 unit (pixel) |
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const circle_lod = 4; // largest_width > 0 ? Math.ceil(Math.PI / Math.acos(1 - 1 / largest_width)) : 0; |
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const circle_data = geometry_good_circle_and_dummy(circle_lod); |
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// "Static" data upload |
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if (segment_count > 0) { |
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const pr = programs['main']; |
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gl.clear(gl.DEPTH_BUFFER_BIT); // draw strokes above the images |
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gl.useProgram(pr.program); |
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const total_static_size = context.instance_data_points.size * 4 + |
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context.instance_data_ids.size * 4 + |
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round_to_pow2(context.instance_data_pressures.size, 4) + |
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circle_data.points.size * 4; |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_strokes_static']); |
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gl.bufferData(gl.ARRAY_BUFFER, total_static_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, |
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tv_data(context.instance_data_pressures)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4 + round_to_pow2(context.instance_data_pressures.size, 4), tv_data(circle_data.points)); |
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers['i_strokes_static']); |
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, tv_data(circle_data.indices), gl.STREAM_DRAW); |
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gl.bindTexture(gl.TEXTURE_2D, textures['stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
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gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(pr.locations['u_stroke_count'], state.events.length); |
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gl.uniform1i(pr.locations['u_debug_mode'], state.debug.red); |
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gl.uniform1i(pr.locations['u_stroke_data'], 0); |
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gl.uniform1i(pr.locations['u_stroke_texture_size'], config.stroke_texture_size); |
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gl.uniform1i(pr.locations['u_circle_points'], circle_data.points.size / 2 - 4); |
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gl.enableVertexAttribArray(pr.locations['a_pos']); |
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gl.enableVertexAttribArray(pr.locations['a_a']); |
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gl.enableVertexAttribArray(pr.locations['a_b']); |
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gl.enableVertexAttribArray(pr.locations['a_stroke_id']); |
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gl.enableVertexAttribArray(pr.locations['a_pressure']); |
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// Circle meshes (shared for all instances) |
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gl.vertexAttribPointer(pr.locations['a_pos'], 2, gl.FLOAT, false, 2 * 4, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4 + round_to_pow2(context.instance_data_pressures.size, 4)); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values) |
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gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
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gl.vertexAttribPointer(pr.locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4); |
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gl.vertexAttribDivisor(pr.locations['a_pos'], 0); |
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gl.vertexAttribDivisor(pr.locations['a_a'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_b'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_pressure'], 1); |
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// Static draw (everything already bound) |
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gl.drawElementsInstanced(gl.TRIANGLES, circle_data.indices.size, gl.UNSIGNED_INT, 0, segment_count); |
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// I don't really know why I need to do this, but it |
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// makes background patter drawcall work properly |
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gl.vertexAttribDivisor(pr.locations['a_pos'], 0); |
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gl.vertexAttribDivisor(pr.locations['a_a'], 0); |
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gl.vertexAttribDivisor(pr.locations['a_b'], 0); |
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gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 0); |
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gl.vertexAttribDivisor(pr.locations['a_pressure'], 0); |
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} |
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// Dynamic draw (strokes currently being drawn) |
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if (false && dynamic_segment_count > 0) { |
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const pr = programs['main']; // same as static |
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// Dynamic strokes should be drawn above static strokes |
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gl.clear(gl.DEPTH_BUFFER_BIT); |
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gl.useProgram(pr.program); |
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gl.uniform1i(pr.locations['u_stroke_count'], dynamic_stroke_count); |
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gl.uniform1i(pr.locations['u_stroke_data'], 0); |
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gl.uniform1i(pr.locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_strokes_dynamic']); |
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// Dynamic data upload |
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const total_dynamic_size = |
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context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4 + |
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context.dynamic_instance_pressure.size; |
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gl.bufferData(gl.ARRAY_BUFFER, total_dynamic_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4, |
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tv_data(context.dynamic_instance_pressure)); |
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gl.bindTexture(gl.TEXTURE_2D, textures['dynamic_stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); |
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gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(pr.locations['u_stroke_count'], context.dynamic_stroke_count); |
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gl.uniform1i(pr.locations['u_debug_mode'], state.debug.red); |
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gl.uniform1i(pr.locations['u_stroke_data'], 0); |
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gl.uniform1i(pr.locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size); |
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gl.enableVertexAttribArray(pr.locations['a_a']); |
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gl.enableVertexAttribArray(pr.locations['a_b']); |
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gl.enableVertexAttribArray(pr.locations['a_stroke_id']); |
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gl.enableVertexAttribArray(pr.locations['a_pressure']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values) |
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if (context.dynamic_instance_ids.size > 1) { |
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gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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} else { |
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// A special case where there is no second point. Reuse the first point and handle the zero length segment in the shader |
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gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 0); |
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} |
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gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4); |
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gl.vertexAttribPointer(pr.locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4); |
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gl.vertexAttribDivisor(pr.locations['a_a'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_b'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(pr.locations['a_pressure'], 1); |
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|
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 32 * 3 + 6 + 32 * 3, dynamic_segment_count); |
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|
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gl.vertexAttribDivisor(pr.locations['a_a'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_b'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_pressure'], 0); |
|
} |
|
|
|
// HUD: resize handles, etc |
|
if (state.active_image !== null) { |
|
const pr = programs['main']; // same as static |
|
const handles = geometry_generate_handles(state, context, state.active_image); |
|
const ui_segments = 7 * 4 - 1; // each square = 4, each line = 1, square->line = 1, line->square = 1 |
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_hud']); |
|
gl.bufferData(gl.ARRAY_BUFFER, handles.points.byteLength + handles.ids.byteLength + handles.pressures.byteLength, gl.STREAM_DRAW); |
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, handles.points); |
|
gl.bufferSubData(gl.ARRAY_BUFFER, handles.points.byteLength, handles.ids); |
|
gl.bufferSubData(gl.ARRAY_BUFFER, handles.points.byteLength + handles.ids.byteLength, handles.pressures); |
|
|
|
gl.bindTexture(gl.TEXTURE_2D, textures['ui']); |
|
upload_square_rgba16ui_texture(gl, handles.stroke_data, config.ui_texture_size); |
|
|
|
gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
|
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
|
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
|
gl.uniform1i(pr.locations['u_stroke_count'], 8); |
|
gl.uniform1i(pr.locations['u_debug_mode'], 0); |
|
gl.uniform1i(pr.locations['u_stroke_data'], 0); |
|
gl.uniform1i(pr.locations['u_stroke_texture_size'], config.ui_texture_size); |
|
|
|
gl.enableVertexAttribArray(pr.locations['a_a']); |
|
gl.enableVertexAttribArray(pr.locations['a_b']); |
|
gl.enableVertexAttribArray(pr.locations['a_stroke_id']); |
|
gl.enableVertexAttribArray(pr.locations['a_pressure']); |
|
|
|
gl.vertexAttribPointer(pr.locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
|
gl.vertexAttribPointer(pr.locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
|
gl.vertexAttribIPointer(pr.locations['a_stroke_id'], 1, gl.INT, 4, handles.points.byteLength); |
|
gl.vertexAttribPointer(pr.locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, handles.points.byteLength + handles.ids.byteLength); |
|
|
|
gl.vertexAttribDivisor(pr.locations['a_a'], 1); |
|
gl.vertexAttribDivisor(pr.locations['a_b'], 1); |
|
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 1); |
|
gl.vertexAttribDivisor(pr.locations['a_pressure'], 1); |
|
|
|
gl.drawArraysInstanced(gl.TRIANGLES, 0, 32 * 3 + 6 + 32 * 3, ui_segments); |
|
|
|
// I don't really know why I need to do this, but it |
|
// makes background patter drawcall work properly |
|
gl.vertexAttribDivisor(pr.locations['a_a'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_b'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_stroke_id'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_pressure'], 0); |
|
} |
|
|
|
if (config.draw_bvh) { |
|
const pr = programs['iquad']; |
|
const bboxes = tv_create(Float32Array, context.clipped_indices.size * 4); |
|
// Debug BVH viz |
|
for (let i = 0; i < context.clipped_indices.size; ++i) { |
|
const stroke_id = context.clipped_indices.data[i]; |
|
const stroke = state.events[stroke_id]; |
|
tv_add(bboxes, stroke.bbox.x1); |
|
tv_add(bboxes, stroke.bbox.y1); |
|
tv_add(bboxes, stroke.bbox.x2); |
|
tv_add(bboxes, stroke.bbox.y2); |
|
} |
|
|
|
const quad_count = bboxes.size / 4; |
|
|
|
gl.useProgram(pr.program); |
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_iquads']); |
|
gl.bufferData(gl.ARRAY_BUFFER, tv_data(bboxes), gl.STREAM_DRAW); |
|
|
|
gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
|
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
|
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
|
|
|
gl.enableVertexAttribArray(pr.locations['a_topleft']); |
|
gl.enableVertexAttribArray(pr.locations['a_bottomright']); |
|
|
|
gl.vertexAttribPointer(pr.locations['a_topleft'], 2, gl.FLOAT, false, 4 * 4, 0); |
|
gl.vertexAttribPointer(pr.locations['a_bottomright'], 2, gl.FLOAT, false, 4 * 4, 2 * 4); |
|
|
|
gl.vertexAttribDivisor(pr.locations['a_topleft'], 1); |
|
gl.vertexAttribDivisor(pr.locations['a_bottomright'], 1); |
|
|
|
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, quad_count); |
|
|
|
gl.vertexAttribDivisor(pr.locations['a_topleft'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_bottomright'], 0); |
|
} |
|
|
|
if (config.draw_fullnodes) { |
|
const quads = bvh_get_fullnodes_debug(state, context); |
|
const pr = programs['iquad']; |
|
const bboxes = tv_create(Float32Array, quads.length * 4); |
|
|
|
for (let i = 0; i < quads.length; ++i) { |
|
const bbox = quads[i]; |
|
tv_add(bboxes, bbox.x1); |
|
tv_add(bboxes, bbox.y1); |
|
tv_add(bboxes, bbox.x2); |
|
tv_add(bboxes, bbox.y2); |
|
} |
|
|
|
const quad_count = bboxes.size / 4; |
|
|
|
gl.useProgram(pr.program); |
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_iquads']); |
|
gl.bufferData(gl.ARRAY_BUFFER, tv_data(bboxes), gl.STREAM_DRAW); |
|
|
|
gl.uniform2f(pr.locations['u_res'], context.canvas.width, context.canvas.height); |
|
gl.uniform2f(pr.locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
|
gl.uniform2f(pr.locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
|
|
|
gl.enableVertexAttribArray(pr.locations['a_topleft']); |
|
gl.enableVertexAttribArray(pr.locations['a_bottomright']); |
|
|
|
gl.vertexAttribPointer(pr.locations['a_topleft'], 2, gl.FLOAT, false, 4 * 4, 0); |
|
gl.vertexAttribPointer(pr.locations['a_bottomright'], 2, gl.FLOAT, false, 4 * 4, 2 * 4); |
|
|
|
gl.vertexAttribDivisor(pr.locations['a_topleft'], 1); |
|
gl.vertexAttribDivisor(pr.locations['a_bottomright'], 1); |
|
|
|
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, quad_count); |
|
|
|
gl.vertexAttribDivisor(pr.locations['a_topleft'], 0); |
|
gl.vertexAttribDivisor(pr.locations['a_bottomright'], 0); |
|
} |
|
|
|
document.getElementById('debug-stats').innerHTML = ` |
|
<span>Strokes onscreen: ${context.clipped_indices.size}</span> |
|
<span>Segments onscreen: ${segment_count}</span> |
|
<span>Canvas offset: (${Math.round(state.canvas.offset.x * 100) / 100}, ${Math.round(state.canvas.offset.y * 100) / 100})</span> |
|
<span>Canvas zoom level: ${state.canvas.zoom_level}</span> |
|
<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100) / 100}</span>`; |
|
|
|
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); |
|
} |
|
} |
|
|
|
if (state.canvas.target_zoom != state.canvas.zoom) { |
|
update_canvas_zoom(state, state.canvas.zoom, state.canvas.target_zoom, animate ? dt : context.last_frame_dt); |
|
schedule_draw(state, context, true); |
|
} |
|
|
|
context.last_frame_dt = dt; |
|
} |
|
|
|
function update_canvas_zoom(state, current, target, dt) { |
|
const rate = Math.min(1.0, dt / 16.66 * 0.3); |
|
|
|
if (Math.abs(1.0 - current / target) > 0.01) { |
|
state.canvas.zoom = current + (target - current) * rate; |
|
} else { |
|
state.canvas.zoom = target; |
|
} |
|
|
|
// https://gist.github.com/aolo2/a373363419bd5a9283977ab9f8841f78 |
|
const zc = state.canvas.zoom_screenp; |
|
state.canvas.offset.x = zc.x - (zc.x - state.canvas.offset.x) * state.canvas.zoom / current; |
|
state.canvas.offset.y = zc.y - (zc.y - state.canvas.offset.y) * state.canvas.zoom / current; |
|
|
|
update_cursor(state); |
|
}
|
|
|