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114 lines
4.5 KiB
114 lines
4.5 KiB
function schedule_draw(state, context) { |
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if (!state.timers.raf) { |
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window.requestAnimationFrame(() => draw(state, context)); |
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state.timers.raf = true; |
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} |
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} |
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function draw(state, context) { |
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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 locations; |
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let buffers; |
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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.clear(gl.COLOR_BUFFER_BIT); |
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// SDF |
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locations = context.locations['sdf']; |
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buffers = context.buffers['sdf']; |
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textures = context.textures['sdf']; |
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gl.useProgram(context.programs['sdf']); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']); |
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gl.enableVertexAttribArray(locations['a_pos']); |
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gl.enableVertexAttribArray(locations['a_color']); |
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gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 4 * 3, 0); |
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gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, 4 * 3, 4 * 2); |
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gl.activeTexture(gl.TEXTURE0 + 0); |
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gl.bindTexture(gl.TEXTURE_2D, textures['points']); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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const npoints = context.point_serializer.offset / (4 * 2); |
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const nstrokes = context.quad_serializer.offset / (6 * 3 * 4); |
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// TOOD: if points changed |
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if (true) { |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RG32F, npoints, 1, 0, gl.RG, gl.FLOAT, new Float32Array(context.point_serializer.buffer, 0, context.point_serializer.offset / 4)); |
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} |
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gl.activeTexture(gl.TEXTURE0 + 1); |
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gl.bindTexture(gl.TEXTURE_2D, textures['indices']); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); |
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); |
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// TOOD: if points changed |
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if (true) { |
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RG32UI, nstrokes, 1, 0, gl.RG_INTEGER, gl.UNSIGNED_INT, new Uint32Array(context.index_serializer.buffer, 0, context.index_serializer.offset / 4)); |
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} |
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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_texture_points'], 0); |
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gl.uniform1i(locations['u_texture_indices'], 1); |
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gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.quad_serializer.buffer, 0, context.quad_serializer.offset), gl.STATIC_DRAW); |
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gl.drawArrays(gl.TRIANGLES, 0, nstrokes * 6); |
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// Images |
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// locations = context.locations['image']; |
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// buffers = context.buffers['image']; |
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// textures = context.textures['image']; |
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// gl.useProgram(context.programs['image']); |
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// gl.enableVertexAttribArray(locations['a_pos']); |
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// gl.enableVertexAttribArray(locations['a_texcoord']); |
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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_texture'], 0); |
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// if (context.quad_positions_f32.byteLength > 0) { |
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// gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_pos']); |
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// gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 0, 0); |
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// gl.bufferData(gl.ARRAY_BUFFER, context.quad_positions_f32, gl.STATIC_DRAW); |
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// gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_texcoord']); |
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// gl.vertexAttribPointer(locations['a_texcoord'], 2, gl.FLOAT, false, 0, 0); |
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// gl.bufferData(gl.ARRAY_BUFFER, context.quad_texcoords_f32, gl.STATIC_DRAW); |
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// } |
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// const count = Object.keys(textures).length; |
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// let active_image_index = -1; |
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// gl.uniform1i(locations['u_outline'], 0); |
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// for (let key = 0; key < count; ++key) { |
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// if (textures[key].image_id === context.active_image) { |
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// active_image_index = key; |
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// continue; |
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// } |
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// gl.bindTexture(gl.TEXTURE_2D, textures[key].texture); |
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// gl.drawArrays(gl.TRIANGLES, key * 6, 6); |
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// } |
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// if (active_image_index !== -1) { |
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// gl.uniform1i(locations['u_outline'], 1); |
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// gl.bindTexture(gl.TEXTURE_2D, textures[active_image_index].texture); |
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// gl.drawArrays(gl.TRIANGLES, active_image_index * 6, 6); |
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// } |
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} |