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332 lines
13 KiB
332 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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|
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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 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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const quad_data = serializer_create(1024); |
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ser_f32(quad_data, 0); |
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ser_f32(quad_data, 0); |
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ser_f32(quad_data, 200); |
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ser_f32(quad_data, 100); |
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ser_u32(quad_data, 0); |
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ser_f32(quad_data, 200); |
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ser_f32(quad_data, 100); |
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ser_f32(quad_data, 255); |
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ser_f32(quad_data, 500); |
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ser_u32(quad_data, 0); |
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ser_f32(quad_data, 100); |
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ser_f32(quad_data, 300); |
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ser_f32(quad_data, 125); |
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ser_f32(quad_data, 854); |
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ser_u32(quad_data, 1); |
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gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(quad_data.buffer, 0, quad_data.offset), gl.STATIC_DRAW); |
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array([0, 1, 2, 3, 2, 1, 4, 5, 6, 7, 6, 5, 8, 9, 10, 11, 10, 9]), gl.STATIC_DRAW); |
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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'], 2); |
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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.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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const stroke_data = serializer_create(1024); |
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ser_u8(stroke_data, 255); |
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ser_u8(stroke_data, 0); |
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ser_u8(stroke_data, 0); |
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ser_u8(stroke_data, 8); |
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ser_u8(stroke_data, 0); |
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ser_u8(stroke_data, 0); |
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ser_u8(stroke_data, 255); |
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ser_u8(stroke_data, 1); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 2, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 16, 0, 0, 255, 2])); |
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gl.activeTexture(gl.TEXTURE0); |
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gl.drawElementsInstanced(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0, 3); |
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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 { |
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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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