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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);
// TODO: maybe have a pool of buffers (pow2?) and select an appropriate one
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']);
gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(context.instance_data.buffer, 0, segment_count * config.bytes_per_instance), gl.DYNAMIC_DRAW);
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_ab']);
gl.enableVertexAttribArray(locations['a_stroke_id']);
gl.vertexAttribPointer(locations['a_ab'], 4, gl.FLOAT, false, config.bytes_per_instance, 0);
gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_instance, 4 * 4);
gl.vertexAttribDivisor(locations['a_ab'], 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>`;
/*
const after_clip = performance.now();
gl.bindBuffer(gl.ARRAY_BUFFER, lod.data_buffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, lod.index_buffer);
upload_if_needed(gl, gl.ARRAY_BUFFER, lod.vertices);
upload_if_needed(gl, gl.ELEMENT_ARRAY_BUFFER, lod.indices);
if (index_count > 0) {
// DEPTH PREPASS
if (state.debug.do_prepass) {
gl.drawBuffers([gl.NONE]);
locations = context.locations['sdf'].opaque;
gl.useProgram(context.programs['sdf'].opaque);
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.enableVertexAttribArray(locations['a_pos']);
gl.enableVertexAttribArray(locations['a_line']);
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.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, config.bytes_per_point, 4 * 3 + 4 * 4 + 4);
gl.drawElements(gl.TRIANGLES, index_count, gl.UNSIGNED_INT, 0);
}
// MAIN PASS
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.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);
//index_buffer.reverse();
gl.drawElements(gl.TRIANGLES, index_count, gl.UNSIGNED_INT, 0);
}
*/
/*
// 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 (state.debug.draw_bvh) {
const points = new Float32Array(state.bvh.nodes.length * 6 * 2);
for (let i = 0; i < state.bvh.nodes.length; ++i) {
const box = state.bvh.nodes[i].bbox;
points[i * 12 + 0] = box.x1;
points[i * 12 + 1] = box.y1;
points[i * 12 + 2] = box.x2;
points[i * 12 + 3] = box.y1;
points[i * 12 + 4] = box.x1;
points[i * 12 + 5] = box.y2;
points[i * 12 + 6] = box.x2;
points[i * 12 + 7] = box.y2;
points[i * 12 + 8] = box.x1;
points[i * 12 + 9] = box.y2;
points[i * 12 + 10] = box.x2;
points[i * 12 + 11] = box.y1;
}
locations = context.locations['debug'];
buffers = context.buffers['debug'];
gl.useProgram(context.programs['debug']);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_packed']);
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.enableVertexAttribArray(locations['a_pos']);
gl.vertexAttribPointer(locations['a_pos'], 2, gl.FLOAT, false, 8, 0);
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, points.length / 2);
}
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';
}