You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
218 lines
9.3 KiB
218 lines
9.3 KiB
function schedule_draw(state, context) { |
|
if (!state.timers.raf) { |
|
window.requestAnimationFrame(() => { |
|
draw(state, context) |
|
}); |
|
state.timers.raf = true; |
|
} |
|
} |
|
|
|
function upload_if_needed(gl, buffer_kind, serializer) { |
|
if (serializer.need_gpu_allocate) { |
|
if (config.debug_print) console.debug('gpu allocate'); |
|
gl.bufferData(buffer_kind, serializer.size, gl.DYNAMIC_DRAW); |
|
serializer.need_gpu_allocate = false; |
|
serializer.gpu_upload_from = 0; |
|
} |
|
|
|
if (serializer.gpu_upload_from < serializer.offset) { |
|
if (config.debug_print) console.debug('gpu upload'); |
|
const upload_offset = serializer.gpu_upload_from; |
|
const upload_size = serializer.offset - upload_offset; |
|
gl.bufferSubData(buffer_kind, upload_offset, new Uint8Array(serializer.buffer, upload_offset, upload_size)); |
|
serializer.gpu_upload_from = serializer.offset; |
|
} |
|
} |
|
|
|
function upload_square_rgba16ui_texture(gl, serializer, texture_size) { |
|
const bpp = 2 * 4; |
|
const data_size = serializer.offset; |
|
const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here |
|
|
|
const rows = Math.ceil(data_pixels / texture_size); |
|
const last_row = data_pixels % texture_size; |
|
const whole_upload = (rows - 1) * texture_size * bpp; |
|
|
|
// Upload whole rows |
|
if (rows > 1) { |
|
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, 0, whole_upload / 2)); |
|
} |
|
|
|
// Upload last row |
|
if (last_row > 0) { |
|
const last_row_upload = last_row * bpp; |
|
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows - 1, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload / 2)); |
|
} |
|
} |
|
|
|
function draw(state, context) { |
|
const cpu_before = performance.now(); |
|
|
|
state.timers.raf = false; |
|
|
|
const gl = context.gl; |
|
const width = window.innerWidth; |
|
const height = window.innerHeight; |
|
|
|
let query = null; |
|
|
|
if (context.gpu_timer_ext !== null) { |
|
query = gl.createQuery(); |
|
gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query); |
|
} |
|
|
|
gl.viewport(0, 0, context.canvas.width, context.canvas.height); |
|
gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); |
|
gl.clearDepth(0.0); |
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
|
|
|
locations = context.locations['sdf'].main; |
|
buffers = context.buffers['sdf']; |
|
|
|
gl.useProgram(context.programs['sdf'].main); |
|
|
|
bvh_clip(state, context); |
|
const segment_count = geometry_write_instances(state, context); |
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); |
|
gl.bufferData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, gl.STREAM_DRAW); |
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points)); |
|
gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); |
|
|
|
gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
|
gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
|
gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
|
gl.uniform1i(locations['u_stroke_count'], state.events.length); |
|
gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
|
gl.uniform1i(locations['u_stroke_data'], 0); |
|
gl.uniform1i(locations['u_stroke_texture_size'], config.stroke_texture_size); |
|
|
|
gl.enableVertexAttribArray(locations['a_a']); |
|
gl.enableVertexAttribArray(locations['a_b']); |
|
gl.enableVertexAttribArray(locations['a_stroke_id']); |
|
|
|
// Points (a, b) and stroke ids are not stored in separate cpu buffers so that points can be resued |
|
gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
|
gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
|
gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
|
|
|
gl.vertexAttribDivisor(locations['a_a'], 1); |
|
gl.vertexAttribDivisor(locations['a_b'], 1); |
|
gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
|
|
|
gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
|
// TODO: this is stable data, only upload new strokes as they arrive |
|
upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
|
gl.activeTexture(gl.TEXTURE0); |
|
|
|
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); // TODO: based on clipping results |
|
|
|
document.getElementById('debug-stats').innerHTML = ` |
|
<span>Segments onscreen: ${segment_count}</span> |
|
<span>Canvas offset: (${state.canvas.offset.x}, ${state.canvas.offset.y})</span> |
|
<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100000) / 100000}</span>`; |
|
|
|
/* |
|
// Dynamic data (stroke previews that are currently in progress) |
|
const dynamic_points = context.dynamic_serializer.offset / config.bytes_per_point; |
|
|
|
if (dynamic_points > 0) { |
|
gl.drawBuffers([gl.BACK]); |
|
|
|
locations = context.locations['sdf'].main; |
|
|
|
gl.useProgram(context.programs['sdf'].main); |
|
|
|
gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
|
gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
|
gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
|
gl.uniform1i(locations['u_stroke_count'], state.stroke_count); |
|
gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
|
|
|
gl.clear(gl.DEPTH_BUFFER_BIT); |
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed_dynamic']); |
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers['b_packed_dynamic_index']); |
|
|
|
gl.enableVertexAttribArray(locations['a_pos']); |
|
gl.enableVertexAttribArray(locations['a_line']); |
|
gl.enableVertexAttribArray(locations['a_color']); |
|
gl.enableVertexAttribArray(locations['a_stroke_id']); |
|
|
|
gl.vertexAttribPointer(locations['a_pos'], 3, gl.FLOAT, false, config.bytes_per_point, 0); |
|
gl.vertexAttribPointer(locations['a_line'], 4, gl.FLOAT, false, config.bytes_per_point, 4 * 3); |
|
gl.vertexAttribPointer(locations['a_color'], 3, gl.UNSIGNED_BYTE, true, config.bytes_per_point, 4 * 3 + 4 * 4); |
|
gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4); |
|
|
|
const dynamic_indices = []; |
|
let base = 0; |
|
|
|
for (const player_id in state.players) { |
|
// player has the same data as their current stroke: points, color, width |
|
const player = state.players[player_id]; |
|
if (player.points.length > 1) { |
|
for (let i = 0; i < player.points.length - 1; ++i) { |
|
dynamic_indices.push(base + 0); |
|
dynamic_indices.push(base + 1); |
|
dynamic_indices.push(base + 2); |
|
dynamic_indices.push(base + 3); |
|
dynamic_indices.push(base + 2); |
|
dynamic_indices.push(base + 1); |
|
|
|
base += 4; |
|
} |
|
} |
|
} |
|
|
|
|
|
if (context.need_dynamic_upload) { |
|
gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.dynamic_serializer.buffer, 0, context.dynamic_serializer.offset), gl.DYNAMIC_DRAW); |
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(dynamic_indices), gl.DYNAMIC_DRAW); |
|
context.need_dynamic_upload = false; |
|
} |
|
|
|
gl.drawElements(gl.TRIANGLES, dynamic_indices.length, gl.UNSIGNED_INT, 0); |
|
} |
|
*/ |
|
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(); |
|
|
|
|
|
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); |
|
} |
|
} |
|
}
|
|
|