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325 lines
13 KiB
325 lines
13 KiB
function schedule_draw(state, context) { |
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if (!state.timers.raf) { |
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window.requestAnimationFrame(() => { |
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draw(state, context) |
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}); |
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state.timers.raf = true; |
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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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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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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; |
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const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here |
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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 * bpp; |
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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, 0, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, 0, whole_upload / 2)); |
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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 - 1, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload / 2)); |
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} |
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} |
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function draw(state, context) { |
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const cpu_before = performance.now(); |
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let lod_level = -1; |
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for (let i = context.lods.length - 1; i >= 0; --i) { |
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const level = context.lods[i]; |
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if (state.canvas.zoom <= level.max_zoom) { |
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lod_level = i; |
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break; |
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} |
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} |
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const lod = context.lods[lod_level]; |
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state.timers.raf = false; |
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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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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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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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gl.bindBuffer(gl.ARRAY_BUFFER, lod.data_buffer); |
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, lod.index_buffer); |
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// static data, per-quad: points, stroke_ids |
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// static data, per-stroke (texture): color, width (radius) |
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upload_if_needed(gl, gl.ARRAY_BUFFER, lod.segments); |
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locations = context.locations['sdf'].main; |
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gl.useProgram(context.programs['sdf'].main); |
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const segment_count = lod.segments.offset / config.bytes_per_quad; |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(locations['u_stroke_count'], state.events.length); |
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gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
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gl.uniform1i(locations['u_stroke_data'], 0); |
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gl.uniform1i(locations['u_stroke_texture_size'], config.stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_ab']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.vertexAttribPointer(locations['a_ab'], 4, gl.FLOAT, false, 5 * 4, 0); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 5 * 4, 4 * 4); |
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gl.vertexAttribDivisor(locations['a_ab'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
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gl.activeTexture(gl.TEXTURE0); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); // TODO: based on clipping results |
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/* |
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const before_clip = performance.now(); |
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const index_count = bvh_clip(state, context, lod_level); |
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const after_clip = performance.now(); |
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gl.bindBuffer(gl.ARRAY_BUFFER, lod.data_buffer); |
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, lod.index_buffer); |
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upload_if_needed(gl, gl.ARRAY_BUFFER, lod.vertices); |
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upload_if_needed(gl, gl.ELEMENT_ARRAY_BUFFER, lod.indices); |
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document.getElementById('debug-stats').innerHTML = ` |
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<span>LOD level: ${lod_level}</span> |
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<span>Segments onscreen: ${index_count}</span> |
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<span>Canvas offset: (${state.canvas.offset.x}, ${state.canvas.offset.y})</span> |
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<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100000) / 100000}</span>`; |
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if (index_count > 0) { |
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// DEPTH PREPASS |
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if (state.debug.do_prepass) { |
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gl.drawBuffers([gl.NONE]); |
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locations = context.locations['sdf'].opaque; |
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gl.useProgram(context.programs['sdf'].opaque); |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(locations['u_stroke_count'], state.stroke_count); |
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gl.enableVertexAttribArray(locations['a_pos']); |
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gl.enableVertexAttribArray(locations['a_line']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0); |
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gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4); |
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gl.drawElements(gl.TRIANGLES, index_count, gl.UNSIGNED_INT, 0); |
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} |
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// MAIN PASS |
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gl.drawBuffers([gl.BACK]); |
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locations = context.locations['sdf'].main; |
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gl.useProgram(context.programs['sdf'].main); |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(locations['u_stroke_count'], state.stroke_count); |
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gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
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gl.enableVertexAttribArray(locations['a_pos']); |
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gl.enableVertexAttribArray(locations['a_line']); |
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gl.enableVertexAttribArray(locations['a_color']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0); |
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gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3); |
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gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4); |
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//index_buffer.reverse(); |
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gl.drawElements(gl.TRIANGLES, index_count, gl.UNSIGNED_INT, 0); |
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} |
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*/ |
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/* |
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// Dynamic data (stroke previews that are currently in progress) |
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const dynamic_points = context.dynamic_serializer.offset / config.bytes_per_point; |
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if (dynamic_points > 0) { |
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gl.drawBuffers([gl.BACK]); |
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locations = context.locations['sdf'].main; |
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gl.useProgram(context.programs['sdf'].main); |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(locations['u_stroke_count'], state.stroke_count); |
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gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
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gl.clear(gl.DEPTH_BUFFER_BIT); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed_dynamic']); |
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers['b_packed_dynamic_index']); |
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gl.enableVertexAttribArray(locations['a_pos']); |
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gl.enableVertexAttribArray(locations['a_line']); |
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gl.enableVertexAttribArray(locations['a_color']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0); |
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gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3); |
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gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4); |
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const dynamic_indices = []; |
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let base = 0; |
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for (const player_id in state.players) { |
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// player has the same data as their current stroke: points, color, width |
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const player = state.players[player_id]; |
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if (player.points.length > 1) { |
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for (let i = 0; i < player.points.length - 1; ++i) { |
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dynamic_indices.push(base + 0); |
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dynamic_indices.push(base + 1); |
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dynamic_indices.push(base + 2); |
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dynamic_indices.push(base + 3); |
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dynamic_indices.push(base + 2); |
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dynamic_indices.push(base + 1); |
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base += 4; |
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} |
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} |
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} |
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if (context.need_dynamic_upload) { |
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gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.dynamic_serializer.buffer, 0, context.dynamic_serializer.offset), gl.DYNAMIC_DRAW); |
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(dynamic_indices), gl.DYNAMIC_DRAW); |
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context.need_dynamic_upload = false; |
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} |
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gl.drawElements(gl.TRIANGLES, dynamic_indices.length, gl.UNSIGNED_INT, 0); |
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} |
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*/ |
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if (state.debug.draw_bvh) { |
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const points = new Float32Array(state.bvh.nodes.length * 6 * 2); |
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for (let i = 0; i < state.bvh.nodes.length; ++i) { |
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const box = state.bvh.nodes[i].bbox; |
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points[i * 12 + 0] = box.x1; |
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points[i * 12 + 1] = box.y1; |
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points[i * 12 + 2] = box.x2; |
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points[i * 12 + 3] = box.y1; |
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points[i * 12 + 4] = box.x1; |
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points[i * 12 + 5] = box.y2; |
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points[i * 12 + 6] = box.x2; |
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points[i * 12 + 7] = box.y2; |
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points[i * 12 + 8] = box.x1; |
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points[i * 12 + 9] = box.y2; |
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points[i * 12 + 10] = box.x2; |
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points[i * 12 + 11] = box.y1; |
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} |
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locations = context.locations['debug']; |
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buffers = context.buffers['debug']; |
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gl.useProgram(context.programs['debug']); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']); |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.enableVertexAttribArray(locations['a_pos']); |
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gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 8, 0); |
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gl.clear(gl.DEPTH_BUFFER_BIT); |
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gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW); |
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gl.drawArrays(gl.TRIANGLES, 0, points.length / 2); |
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} |
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if (context.gpu_timer_ext) { |
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gl.endQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT); |
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const next_tick = () => { |
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if (query) { |
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// At some point in the future, after returning control to the browser |
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const available = gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE); |
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const disjoint = gl.getParameter(context.gpu_timer_ext.GPU_DISJOINT_EXT); |
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if (available && !disjoint) { |
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// See how much time the rendering of the object took in nanoseconds. |
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const timeElapsed = gl.getQueryParameter(query, gl.QUERY_RESULT); |
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//console.debug(timeElapsed / 1000000); |
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document.querySelector('.debug-timings .gpu').innerHTML = 'Last GPU Frametime: ' + Math.round(timeElapsed / 10000) / 100 + 'ms'; |
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} |
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if (available || disjoint) { |
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// Clean up the query object. |
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gl.deleteQuery(query); |
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// Don't re-enter this polling loop. |
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query = null; |
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} else if (!available) { |
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setTimeout(next_tick, 0); |
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} |
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} |
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} |
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setTimeout(next_tick, 0); |
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} |
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const cpu_after = performance.now(); |
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document.querySelector('.debug-timings .cpu').innerHTML = 'Last CPU Frametime: ' + Math.round((cpu_after - cpu_before) * 100) / 100 + 'ms'; |
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}
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