rkgk/static/canvas-renderer.js

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import { listen } from "rkgk/framework.js";
import { Viewport } from "rkgk/viewport.js";
import { Wall } from "rkgk/wall.js";
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class CanvasRenderer extends HTMLElement {
viewport = new Viewport();
constructor() {
super();
}
connectedCallback() {
this.canvas = this.appendChild(document.createElement("canvas"));
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this.gl = this.canvas.getContext("webgl2");
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let resizeObserver = new ResizeObserver(() => this.#updateSize());
resizeObserver.observe(this);
this.#cursorReportingBehaviour();
this.#panningBehaviour();
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this.#zoomingBehaviour();
this.#interactionBehaviour();
this.addEventListener("contextmenu", (event) => event.preventDefault());
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}
initialize(wall, painter) {
this.wall = wall;
this.painter = painter;
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this.#initializeRenderer();
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requestAnimationFrame(() => this.#render());
}
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// Rendering
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#updateSize() {
this.canvas.width = this.clientWidth;
this.canvas.height = this.clientHeight;
// Rerender immediately after the canvas is resized, as its contents have now been invalidated.
this.#render();
}
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getWindowSize() {
return {
width: this.clientWidth,
height: this.clientHeight,
};
}
getVisibleRect() {
return this.viewport.getVisibleRect(this.getWindowSize());
}
getVisibleChunkRect() {
let visibleRect = this.viewport.getVisibleRect(this.getWindowSize());
let left = Math.floor(visibleRect.x / this.wall.chunkSize);
let top = Math.floor(visibleRect.y / this.wall.chunkSize);
let right = Math.ceil((visibleRect.x + visibleRect.width) / this.wall.chunkSize);
let bottom = Math.ceil((visibleRect.y + visibleRect.height) / this.wall.chunkSize);
return { left, top, right, bottom };
}
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// Renderer initialization
#initializeRenderer() {
console.groupCollapsed("initializeRenderer");
console.info("vendor", this.gl.getParameter(this.gl.VENDOR));
console.info("renderer", this.gl.getParameter(this.gl.RENDERER));
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this.gl.enable(this.gl.BLEND);
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
// Due to an ANGLE bug on Windows, we can only render around 64 rectangles in a batch.
//
// It seems that for DirectX it generates a horribly inefficient shader that the DirectX
// compiler takes _ages_ to process (~1.5min on my machine for 512 elements.)
// The compilation time seems to increase exponentially; 256 elements take around 8 seconds,
// which is still unacceptable, and 128 elements take just over a second.
//
// We choose 64 because it causes an extremely short stutter, which I find acceptable.
// We also realistically don't need anymore, because (at least at the time I'm writing this)
// we store (8 * 8 = 64) chunks per texture atlas, so we can't batch more than that.
const maxRects = 64;
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let renderChunksProgramId = this.#compileProgram(
// Vertex
`#version 300 es
precision highp float;
struct Rect {
vec4 position;
vec4 uv;
};
layout (std140) uniform ub_rects { Rect u_rects[${maxRects}]; };
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uniform mat4 u_projection;
uniform mat4 u_view;
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layout (location = 0) in vec2 a_position;
out vec2 vf_uv;
void main() {
Rect rect = u_rects[gl_InstanceID];
vec2 localPosition = rect.position.xy + a_position * rect.position.zw;
vec4 screenPosition = floor(u_view * vec4(localPosition, 0.0, 1.0));
vec4 scenePosition = u_projection * screenPosition;
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vec2 uv = rect.uv.xy + a_position * rect.uv.zw;
gl_Position = scenePosition;
vf_uv = uv;
}
`,
// Fragment
`#version 300 es
precision highp float;
uniform sampler2D u_texture;
in vec2 vf_uv;
out vec4 f_color;
void main() {
f_color = texture(u_texture, vf_uv);
}
`,
);
this.renderChunksProgram = {
id: renderChunksProgramId,
u_projection: this.gl.getUniformLocation(renderChunksProgramId, "u_projection"),
u_view: this.gl.getUniformLocation(renderChunksProgramId, "u_view"),
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u_texture: this.gl.getUniformLocation(renderChunksProgramId, "u_texture"),
ub_rects: this.gl.getUniformBlockIndex(renderChunksProgramId, "ub_rects"),
};
console.debug("renderChunksProgram", this.renderChunksProgram);
console.debug(
"uniform buffer data size",
this.gl.getActiveUniformBlockParameter(
this.renderChunksProgram.id,
this.renderChunksProgram.ub_rects,
this.gl.UNIFORM_BLOCK_DATA_SIZE,
),
);
this.vaoRectMesh = this.gl.createVertexArray();
this.vboRectMesh = this.gl.createBuffer();
this.gl.bindVertexArray(this.vaoRectMesh);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vboRectMesh);
let rectMesh = new Float32Array([0, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0]);
this.gl.bufferData(this.gl.ARRAY_BUFFER, rectMesh, this.gl.STATIC_DRAW);
this.gl.vertexAttribPointer(0, 2, this.gl.FLOAT, false, 2 * 4, 0);
this.gl.enableVertexAttribArray(0);
this.uboRectsData = new Float32Array(maxRects * 8);
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this.uboRectsNum = 0;
this.uboRects = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, this.uboRects);
this.gl.bufferData(this.gl.UNIFORM_BUFFER, this.uboRectsData, this.gl.DYNAMIC_DRAW);
this.gl.uniformBlockBinding(
this.renderChunksProgram.id,
this.renderChunksProgram.ub_rects,
0,
);
this.gl.bindBufferBase(this.gl.UNIFORM_BUFFER, 0, this.uboRects);
console.debug("initialized buffers", {
vaoRectMesh: this.vaoRectMesh,
vboRectMesh: this.vboRectMesh,
uboRects: this.uboRects,
});
this.atlasAllocator = new AtlasAllocator(this.wall.chunkSize, 8);
this.chunkAllocations = new Map();
console.debug("initialized atlas allocator", this.atlasAllocator);
this.chunksThisFrame = new Map();
console.debug("GL error state", this.gl.getError());
console.groupEnd();
}
#compileShader(kind, source) {
let shader = this.gl.createShader(kind);
this.gl.shaderSource(shader, source);
this.gl.compileShader(shader);
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
let error = new Error(`failed to compile shader: ${this.gl.getShaderInfoLog(shader)}`);
this.gl.deleteShader(shader);
throw error;
} else {
return shader;
}
}
#compileProgram(vertexSource, fragmentSource) {
let vertexShader = this.#compileShader(this.gl.VERTEX_SHADER, vertexSource);
let fragmentShader = this.#compileShader(this.gl.FRAGMENT_SHADER, fragmentSource);
let program = this.gl.createProgram();
this.gl.attachShader(program, vertexShader);
this.gl.attachShader(program, fragmentShader);
this.gl.linkProgram(program);
this.gl.deleteShader(vertexShader);
this.gl.deleteShader(fragmentShader);
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
let error = new Error(`failed to link program: ${this.gl.getProgramInfoLog(program)}`);
this.gl.deleteProgram(program);
throw error;
} else {
return program;
}
}
// Renderer
#render() {
// NOTE: We should probably render on-demand only when it's needed.
requestAnimationFrame(() => this.#render());
this.#renderWall();
}
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#renderWall() {
if (this.wall == null) {
console.debug("wall is not available, skipping rendering");
return;
}
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this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
this.gl.clearColor(1, 1, 1, 1);
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
this.gl.useProgram(this.renderChunksProgram.id);
let translationX = this.canvas.width / 2 - this.viewport.panX * this.viewport.zoom;
let translationY = this.canvas.height / 2 - this.viewport.panY * this.viewport.zoom;
let scale = this.viewport.zoom;
this.gl.uniformMatrix4fv(
this.renderChunksProgram.u_projection,
false,
// prettier-ignore
[
2.0 / this.canvas.width, 0.0, 0.0, 0.0,
0.0, 2.0 / -this.canvas.height, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
-1.0, 1.0, 0.0, 1.0
],
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);
this.gl.uniformMatrix4fv(
this.renderChunksProgram.u_view,
false,
// prettier-ignore
[
scale, 0.0, 0.0, 0.0,
0.0, scale, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
translationX, translationY, 0.0, 1.0
],
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);
this.#collectChunksThisFrame();
for (let [i, chunks] of this.chunksThisFrame) {
let atlas = this.atlasAllocator.atlases[i];
this.gl.bindTexture(this.gl.TEXTURE_2D, atlas.id);
this.#resetRectBuffer();
for (let chunk of chunks) {
let { i, allocation } = this.getChunkAllocation(chunk.x, chunk.y);
let atlas = this.atlasAllocator.atlases[i];
this.#pushRect(
chunk.x * this.wall.chunkSize,
chunk.y * this.wall.chunkSize,
this.wall.chunkSize,
this.wall.chunkSize,
(allocation.x * atlas.chunkSize) / atlas.textureSize,
(allocation.y * atlas.chunkSize) / atlas.textureSize,
atlas.chunkSize / atlas.textureSize,
atlas.chunkSize / atlas.textureSize,
);
}
this.#drawRects();
}
}
getChunkAllocation(chunkX, chunkY) {
let key = Wall.chunkKey(chunkX, chunkY);
if (this.chunkAllocations.has(key)) {
return this.chunkAllocations.get(key);
} else {
let allocation = this.atlasAllocator.alloc(this.gl);
this.chunkAllocations.set(key, allocation);
return allocation;
}
}
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#collectChunksThisFrame() {
// NOTE: Not optimal that we don't preserve the arrays anyhow; it would be better if we
// preserved the allocations.
this.chunksThisFrame.clear();
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let visibleRect = this.viewport.getVisibleRect(this.getWindowSize());
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let left = Math.floor(visibleRect.x / this.wall.chunkSize);
let top = Math.floor(visibleRect.y / this.wall.chunkSize);
let right = Math.ceil((visibleRect.x + visibleRect.width) / this.wall.chunkSize);
let bottom = Math.ceil((visibleRect.y + visibleRect.height) / this.wall.chunkSize);
for (let chunkY = top; chunkY < bottom; ++chunkY) {
for (let chunkX = left; chunkX < right; ++chunkX) {
let chunk = this.wall.getChunk(chunkX, chunkY);
if (chunk != null) {
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if (chunk.renderDirty) {
this.#updateChunkTexture(chunkX, chunkY);
chunk.renderDirty = false;
}
let allocation = this.getChunkAllocation(chunkX, chunkY);
let array = this.chunksThisFrame.get(allocation.i);
if (array == null) {
array = [];
this.chunksThisFrame.set(allocation.i, array);
}
array.push({ x: chunkX, y: chunkY });
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}
}
}
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}
#resetRectBuffer() {
this.uboRectsNum = 0;
}
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#pushRect(x, y, width, height, u, v, uWidth, vHeight) {
let lengthOfRect = 8;
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let i = this.uboRectsNum * lengthOfRect;
this.uboRectsData[i + 0] = x;
this.uboRectsData[i + 1] = y;
this.uboRectsData[i + 2] = width;
this.uboRectsData[i + 3] = height;
this.uboRectsData[i + 4] = u;
this.uboRectsData[i + 5] = v;
this.uboRectsData[i + 6] = uWidth;
this.uboRectsData[i + 7] = vHeight;
this.uboRectsNum += 1;
if (this.uboRectsNum == ((this.uboRectsData.length / lengthOfRect) | 0)) {
this.#drawRects();
this.#resetRectBuffer();
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}
}
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#drawRects() {
let rectBuffer = this.uboRectsData.subarray(0, this.uboRectsNum * 8);
this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, this.uboRects);
this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, 0, rectBuffer);
this.gl.bindVertexArray(this.vaoRectMesh);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vboRectMesh);
this.gl.drawArraysInstanced(this.gl.TRIANGLES, 0, 6, this.uboRectsNum);
}
#updateChunkTexture(chunkX, chunkY) {
let allocation = this.getChunkAllocation(chunkX, chunkY);
let chunk = this.wall.getChunk(chunkX, chunkY);
this.atlasAllocator.upload(this.gl, allocation, chunk.pixmap);
}
// Behaviours
sendViewportUpdate() {
this.dispatchEvent(new Event(".viewportUpdate"));
}
async #panningBehaviour() {
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while (true) {
let mouseDown = await listen([this, "mousedown"]);
let startingPanX = this.viewport.panX;
let startingPanY = this.viewport.panY;
if (mouseDown.button == 1 || mouseDown.button == 2) {
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mouseDown.preventDefault();
while (true) {
let event = await listen([window, "mousemove"], [window, "mouseup"]);
if (event.type == "mousemove") {
let deltaX = mouseDown.clientX - event.clientX;
let deltaY = mouseDown.clientY - event.clientY;
this.viewport.panX = startingPanX + deltaX / this.viewport.zoom;
this.viewport.panY = startingPanY + deltaY / this.viewport.zoom;
this.sendViewportUpdate();
} else if (event.type == "mouseup" && event.button == mouseDown.button) {
this.dispatchEvent(new Event(".viewportUpdateEnd"));
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break;
}
}
}
}
}
async #zoomingBehaviour() {
this.addEventListener(
"wheel",
(event) => {
// TODO: Touchpad zoom
this.viewport.zoomIn(event.deltaY > 0 ? -1 : 1);
this.sendViewportUpdate();
this.dispatchEvent(new Event(".viewportUpdateEnd"));
},
{ bubbling: false },
);
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}
async #cursorReportingBehaviour() {
while (true) {
let event = await listen([this, "mousemove"]);
let [x, y] = this.viewport.toViewportSpace(
event.clientX - this.clientLeft,
event.offsetY - this.clientTop,
this.getWindowSize(),
);
this.dispatchEvent(Object.assign(new Event(".cursor"), { x, y }));
}
}
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async #interactionBehaviour() {
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while (true) {
let mouseDown = await listen([this, "mousedown"]);
if (mouseDown.button == 0) {
let [mouseX, mouseY] = this.viewport.toViewportSpace(
mouseDown.clientX - this.clientLeft,
mouseDown.clientY - this.clientTop,
this.getWindowSize(),
);
notifyInteraction(this, "start", { mouseX, mouseY, num: 0 });
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}
}
}
}
customElements.define("rkgk-canvas-renderer", CanvasRenderer);
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function notifyInteraction(canvasRenderer, kind, fields) {
canvasRenderer.dispatchEvent(
Object.assign(new InteractEvent(canvasRenderer), { interactionKind: kind, ...fields }),
);
}
class InteractEvent extends Event {
constructor(canvasRenderer) {
super(".interact");
this.canvasRenderer = canvasRenderer;
}
continueAsDotter() {
(async () => {
let event = await listen(
[this.canvasRenderer, "mousemove"],
[this.canvasRenderer, "mouseup"],
);
if (event.type == "mousemove") {
let [mouseX, mouseY] = this.canvasRenderer.viewport.toViewportSpace(
event.clientX - this.canvasRenderer.clientLeft,
event.clientY - this.canvasRenderer.clientTop,
this.canvasRenderer.getWindowSize(),
);
notifyInteraction(this.canvasRenderer, "dotter", {
previousX: this.mouseX,
previousY: this.mouseY,
mouseX,
mouseY,
num: this.num + 1,
});
}
if (event.type == "mouseup" && event.button == 0) {
// Break the loop.
return;
}
})();
if (this.previousX != null && this.previousY != null) {
return {
fromX: this.previousX,
fromY: this.previousY,
toX: this.mouseX,
toY: this.mouseY,
num: this.num,
};
} else {
return {
fromX: this.mouseX,
fromY: this.mouseY,
toX: this.mouseX,
toY: this.mouseY,
num: this.num,
};
}
}
}
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class Atlas {
static getInitBuffer(chunkSize, nChunks) {
let imageSize = chunkSize * nChunks;
return new Uint8Array(imageSize * imageSize * 4);
}
constructor(gl, chunkSize, nChunks, initBuffer) {
this.id = gl.createTexture();
this.chunkSize = chunkSize;
this.nChunks = nChunks;
this.textureSize = chunkSize * nChunks;
this.free = Array(nChunks * nChunks);
for (let y = 0; y < nChunks; ++y) {
for (let x = 0; x < nChunks; ++x) {
this.free[x + y * nChunks] = { x, y };
}
}
gl.bindTexture(gl.TEXTURE_2D, this.id);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA8,
this.textureSize,
this.textureSize,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
initBuffer,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
}
alloc() {
return this.free.pop();
}
upload(gl, { x, y }, pixmap) {
gl.bindTexture(gl.TEXTURE_2D, this.id);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
x * this.chunkSize,
y * this.chunkSize,
this.chunkSize,
this.chunkSize,
gl.RGBA,
gl.UNSIGNED_BYTE,
pixmap.getArrayBuffer(),
);
}
}
class AtlasAllocator {
atlases = [];
constructor(chunkSize, nChunks) {
this.chunkSize = chunkSize;
this.nChunks = nChunks;
this.initBuffer = Atlas.getInitBuffer(chunkSize, nChunks);
}
alloc(gl) {
// Right now we do a dumb linear scan through all atlases, but in the future it would be
// really nice to optimize this by storing information about which atlases have free slots
// precisely.
for (let i = 0; i < this.atlases.length; ++i) {
let atlas = this.atlases[i];
let allocation = atlas.alloc();
if (allocation != null) {
return { i, allocation };
}
}
let i = this.atlases.length;
let atlas = new Atlas(gl, this.chunkSize, this.nChunks, this.initBuffer);
let allocation = atlas.alloc();
this.atlases.push(atlas);
return { i, allocation };
}
upload(gl, { i, allocation }, pixmap) {
this.atlases[i].upload(gl, allocation, pixmap);
}
}