new! fast! WebGL renderer

This commit is contained in:
liquidex 2024-09-03 22:16:28 +02:00
parent bf4d538651
commit 83754a0282
6 changed files with 408 additions and 36 deletions

View file

@ -1,5 +1,6 @@
import { listen } from "./framework.js";
import { Viewport } from "./viewport.js";
import { Wall } from "./wall.js";
class CanvasRenderer extends HTMLElement {
viewport = new Viewport();
@ -10,7 +11,7 @@ class CanvasRenderer extends HTMLElement {
connectedCallback() {
this.canvas = this.appendChild(document.createElement("canvas"));
this.ctx = this.canvas.getContext("2d");
this.gl = this.canvas.getContext("webgl2");
let resizeObserver = new ResizeObserver(() => this.#updateSize());
resizeObserver.observe(this);
@ -26,9 +27,12 @@ class CanvasRenderer extends HTMLElement {
initialize(wall, painter) {
this.wall = wall;
this.painter = painter;
this.#initializeRenderer();
requestAnimationFrame(() => this.#render());
}
// Rendering
#updateSize() {
this.canvas.width = this.clientWidth;
this.canvas.height = this.clientHeight;
@ -43,13 +47,6 @@ class CanvasRenderer extends HTMLElement {
};
}
#render() {
// NOTE: We should probably render on-demand only when it's needed.
requestAnimationFrame(() => this.#render());
this.#renderWall();
}
getVisibleRect() {
return this.viewport.getVisibleRect(this.getWindowSize());
}
@ -63,19 +60,250 @@ class CanvasRenderer extends HTMLElement {
return { left, top, right, bottom };
}
// Renderer initialization
#initializeRenderer() {
console.groupCollapsed("initializeRenderer");
this.gl.enable(this.gl.BLEND);
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
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[512]; };
uniform vec2 u_screenSize;
uniform vec2 u_translation;
uniform vec2 u_scale;
layout (location = 0) in vec2 a_position;
out vec2 vf_uv;
void main() {
mat4 matProjection = mat4(
2.0 / u_screenSize.x, 0.0, 0.0, 0.0,
0.0, 2.0 / -u_screenSize.y, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
-1.0, 1.0, 0.0, 1.0
);
mat4 matModel = mat4(
u_scale.x, 0.0, 0.0, 0.0,
0.0, u_scale.y, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
u_translation.x, u_translation.y, 0.0, 1.0
);
Rect rect = u_rects[gl_InstanceID];
vec2 localPosition = rect.position.xy + a_position * rect.position.zw;
vec4 screenPosition = floor(matModel * vec4(localPosition, 0.0, 1.0));
vec4 scenePosition = matProjection * screenPosition;
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_screenSize: this.gl.getUniformLocation(renderChunksProgramId, "u_screenSize"),
u_translation: this.gl.getUniformLocation(renderChunksProgramId, "u_translation"),
u_scale: this.gl.getUniformLocation(renderChunksProgramId, "u_scale"),
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(new ArrayBuffer(16384));
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();
}
#renderWall() {
if (this.wall == null) {
console.debug("wall is not available, skipping rendering");
return;
}
this.ctx.fillStyle = "white";
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
this.ctx.save();
this.ctx.translate(Math.floor(this.clientWidth / 2), Math.floor(this.clientHeight / 2));
this.ctx.scale(this.viewport.zoom, this.viewport.zoom);
this.ctx.translate(-this.viewport.panX, -this.viewport.panY);
this.gl.clearColor(1, 1, 1, 1);
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
this.gl.useProgram(this.renderChunksProgram.id);
this.gl.uniform2f(
this.renderChunksProgram.u_screenSize,
this.canvas.width,
this.canvas.height,
);
this.gl.uniform2f(
this.renderChunksProgram.u_translation,
this.canvas.width / 2 - this.viewport.panX * this.viewport.zoom,
this.canvas.height / 2 - this.viewport.panY * this.viewport.zoom,
);
this.gl.uniform2f(this.renderChunksProgram.u_scale, this.viewport.zoom, this.viewport.zoom);
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;
}
}
#collectChunksThisFrame() {
// NOTE: Not optimal that we don't preserve the arrays anyhow; it would be better if we
// preserved the allocations.
this.chunksThisFrame.clear();
let visibleRect = this.viewport.getVisibleRect(this.getWindowSize());
let left = Math.floor(visibleRect.x / this.wall.chunkSize);
@ -84,25 +312,69 @@ class CanvasRenderer extends HTMLElement {
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 x = chunkX * this.wall.chunkSize;
let y = chunkY * this.wall.chunkSize;
let chunk = this.wall.getChunk(chunkX, chunkY);
if (chunk != null) {
this.ctx.globalCompositeOperation = "source-over";
this.ctx.imageSmoothingEnabled = false;
this.ctx.drawImage(chunk.canvas, x, y);
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 });
}
}
}
}
this.ctx.restore();
#resetRectBuffer() {
this.uboRectsNum = 0;
}
if (this.ctx.brushPreview != null) {
this.ctx.drawImage(this.ctx.brushPreview, 0, 0);
#pushRect(x, y, width, height, u, v, uWidth, vHeight) {
let lengthOfRect = 8;
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();
}
}
#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
async #cursorReportingBehaviour() {
while (true) {
let event = await listen([this, "mousemove"]);
@ -173,3 +445,92 @@ class CanvasRenderer extends HTMLElement {
}
customElements.define("rkgk-canvas-renderer", CanvasRenderer);
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);
}
}

View file

@ -100,17 +100,17 @@ export class Pixmap {
return this.#pPixmap;
}
get imageData() {
return new ImageData(
new Uint8ClampedArray(
getArrayBuffer() {
return new Uint8ClampedArray(
memory.buffer,
w.haku_pixmap_data(this.#pPixmap),
this.width * this.height * 4,
),
this.width,
this.height,
);
}
getImageData() {
return new ImageData(this.getArrayBuffer(), this.width, this.height);
}
}
export class Haku {
@ -119,6 +119,8 @@ export class Haku {
#brushCode = null;
constructor(limits) {
console.groupCollapsed("construct Haku");
let pLimits = w.haku_limits_new();
for (let name of Object.keys(limits)) {
w[`haku_limits_set_${name}`](pLimits, limits[name]);
@ -128,6 +130,8 @@ export class Haku {
this.#pBrush = w.haku_brush_new();
w.haku_limits_destroy(pLimits);
console.groupEnd();
}
destroy() {

View file

@ -211,6 +211,7 @@ function readUrl(urlString) {
chunk.ctx.globalCompositeOperation = "copy";
chunk.ctx.drawImage(bitmap, 0, 0);
chunk.syncToPixmap();
chunk.markModified();
}),
);
}

View file

@ -20,7 +20,7 @@ export class User {
}
setBrush(brush) {
console.group("setBrush", this.nickname);
console.groupCollapsed("setBrush", this.nickname);
let compileResult = this.haku.setBrush(brush);
console.log("compiling brush complete", compileResult);
console.groupEnd();
@ -31,7 +31,7 @@ export class User {
}
renderBrushToChunks(wall, x, y) {
console.group("renderBrushToChunks", this.nickname);
console.groupCollapsed("renderBrushToChunks", this.nickname);
let result = this.painter.renderBrushToWall(this.haku, x, y, wall);
console.log("rendering brush to chunks complete");
console.groupEnd();

View file

@ -22,6 +22,7 @@ export class Painter {
let x = Math.floor(-chunkX * wall.chunkSize + centerX);
let y = Math.floor(-chunkY * wall.chunkSize + centerY);
let chunk = wall.getOrCreateChunk(chunkX, chunkY);
chunk.markModified();
let renderResult = haku.renderValue(chunk.pixmap, x, y);
if (renderResult.status != "ok") {

View file

@ -6,15 +6,20 @@ export class Chunk {
this.pixmap = new Pixmap(size, size);
this.canvas = new OffscreenCanvas(size, size);
this.ctx = this.canvas.getContext("2d");
this.renderDirty = false;
}
syncFromPixmap() {
this.ctx.putImageData(this.pixmap.imageData, 0, 0);
this.ctx.putImageData(this.pixmap.getImageData(), 0, 0);
}
syncToPixmap() {
let imageData = this.ctx.getImageData(0, 0, this.canvas.width, this.canvas.height);
this.pixmap.imageData.data.set(imageData.data, 0);
this.pixmap.getImageData().data.set(imageData.data, 0);
}
markModified() {
this.renderDirty = true;
}
}