new! fast! WebGL renderer
This commit is contained in:
parent
bf4d538651
commit
83754a0282
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@ -1,5 +1,6 @@
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import { listen } from "./framework.js";
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import { Viewport } from "./viewport.js";
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import { Wall } from "./wall.js";
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class CanvasRenderer extends HTMLElement {
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viewport = new Viewport();
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@ -10,7 +11,7 @@ class CanvasRenderer extends HTMLElement {
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connectedCallback() {
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this.canvas = this.appendChild(document.createElement("canvas"));
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this.ctx = this.canvas.getContext("2d");
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this.gl = this.canvas.getContext("webgl2");
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let resizeObserver = new ResizeObserver(() => this.#updateSize());
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resizeObserver.observe(this);
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@ -26,9 +27,12 @@ class CanvasRenderer extends HTMLElement {
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initialize(wall, painter) {
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this.wall = wall;
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this.painter = painter;
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this.#initializeRenderer();
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requestAnimationFrame(() => this.#render());
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}
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// Rendering
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#updateSize() {
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this.canvas.width = this.clientWidth;
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this.canvas.height = this.clientHeight;
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@ -43,13 +47,6 @@ class CanvasRenderer extends HTMLElement {
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};
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}
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#render() {
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// NOTE: We should probably render on-demand only when it's needed.
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requestAnimationFrame(() => this.#render());
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this.#renderWall();
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}
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getVisibleRect() {
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return this.viewport.getVisibleRect(this.getWindowSize());
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}
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@ -63,19 +60,250 @@ class CanvasRenderer extends HTMLElement {
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return { left, top, right, bottom };
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}
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// Renderer initialization
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#initializeRenderer() {
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console.groupCollapsed("initializeRenderer");
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this.gl.enable(this.gl.BLEND);
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this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
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let renderChunksProgramId = this.#compileProgram(
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// Vertex
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`#version 300 es
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precision highp float;
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struct Rect {
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vec4 position;
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vec4 uv;
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};
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layout (std140) uniform ub_rects { Rect u_rects[512]; };
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uniform vec2 u_screenSize;
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uniform vec2 u_translation;
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uniform vec2 u_scale;
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layout (location = 0) in vec2 a_position;
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out vec2 vf_uv;
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void main() {
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mat4 matProjection = mat4(
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2.0 / u_screenSize.x, 0.0, 0.0, 0.0,
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0.0, 2.0 / -u_screenSize.y, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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-1.0, 1.0, 0.0, 1.0
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);
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mat4 matModel = mat4(
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u_scale.x, 0.0, 0.0, 0.0,
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0.0, u_scale.y, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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u_translation.x, u_translation.y, 0.0, 1.0
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);
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Rect rect = u_rects[gl_InstanceID];
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vec2 localPosition = rect.position.xy + a_position * rect.position.zw;
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vec4 screenPosition = floor(matModel * vec4(localPosition, 0.0, 1.0));
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vec4 scenePosition = matProjection * screenPosition;
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vec2 uv = rect.uv.xy + a_position * rect.uv.zw;
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gl_Position = scenePosition;
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vf_uv = uv;
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}
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`,
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// Fragment
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`#version 300 es
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precision highp float;
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uniform sampler2D u_texture;
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in vec2 vf_uv;
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out vec4 f_color;
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void main() {
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f_color = texture(u_texture, vf_uv);
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}
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`,
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);
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this.renderChunksProgram = {
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id: renderChunksProgramId,
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u_screenSize: this.gl.getUniformLocation(renderChunksProgramId, "u_screenSize"),
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u_translation: this.gl.getUniformLocation(renderChunksProgramId, "u_translation"),
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u_scale: this.gl.getUniformLocation(renderChunksProgramId, "u_scale"),
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u_texture: this.gl.getUniformLocation(renderChunksProgramId, "u_texture"),
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ub_rects: this.gl.getUniformBlockIndex(renderChunksProgramId, "ub_rects"),
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};
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console.debug("renderChunksProgram", this.renderChunksProgram);
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console.debug(
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"uniform buffer data size",
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this.gl.getActiveUniformBlockParameter(
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this.renderChunksProgram.id,
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this.renderChunksProgram.ub_rects,
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this.gl.UNIFORM_BLOCK_DATA_SIZE,
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),
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);
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this.vaoRectMesh = this.gl.createVertexArray();
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this.vboRectMesh = this.gl.createBuffer();
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this.gl.bindVertexArray(this.vaoRectMesh);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vboRectMesh);
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let rectMesh = new Float32Array([0, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0]);
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this.gl.bufferData(this.gl.ARRAY_BUFFER, rectMesh, this.gl.STATIC_DRAW);
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this.gl.vertexAttribPointer(0, 2, this.gl.FLOAT, false, 2 * 4, 0);
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this.gl.enableVertexAttribArray(0);
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this.uboRectsData = new Float32Array(new ArrayBuffer(16384));
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this.uboRectsNum = 0;
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this.uboRects = this.gl.createBuffer();
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this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, this.uboRects);
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this.gl.bufferData(this.gl.UNIFORM_BUFFER, this.uboRectsData, this.gl.DYNAMIC_DRAW);
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this.gl.uniformBlockBinding(
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this.renderChunksProgram.id,
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this.renderChunksProgram.ub_rects,
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0,
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);
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this.gl.bindBufferBase(this.gl.UNIFORM_BUFFER, 0, this.uboRects);
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console.debug("initialized buffers", {
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vaoRectMesh: this.vaoRectMesh,
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vboRectMesh: this.vboRectMesh,
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uboRects: this.uboRects,
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});
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this.atlasAllocator = new AtlasAllocator(this.wall.chunkSize, 8);
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this.chunkAllocations = new Map();
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console.debug("initialized atlas allocator", this.atlasAllocator);
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this.chunksThisFrame = new Map();
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console.debug("GL error state", this.gl.getError());
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console.groupEnd();
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}
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#compileShader(kind, source) {
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let shader = this.gl.createShader(kind);
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this.gl.shaderSource(shader, source);
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this.gl.compileShader(shader);
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if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
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let error = new Error(`failed to compile shader: ${this.gl.getShaderInfoLog(shader)}`);
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this.gl.deleteShader(shader);
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throw error;
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} else {
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return shader;
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}
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}
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#compileProgram(vertexSource, fragmentSource) {
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let vertexShader = this.#compileShader(this.gl.VERTEX_SHADER, vertexSource);
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let fragmentShader = this.#compileShader(this.gl.FRAGMENT_SHADER, fragmentSource);
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let program = this.gl.createProgram();
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this.gl.attachShader(program, vertexShader);
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this.gl.attachShader(program, fragmentShader);
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this.gl.linkProgram(program);
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this.gl.deleteShader(vertexShader);
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this.gl.deleteShader(fragmentShader);
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if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
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let error = new Error(`failed to link program: ${this.gl.getProgramInfoLog(program)}`);
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this.gl.deleteProgram(program);
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throw error;
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} else {
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return program;
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}
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}
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// Renderer
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#render() {
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// NOTE: We should probably render on-demand only when it's needed.
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requestAnimationFrame(() => this.#render());
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this.#renderWall();
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}
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#renderWall() {
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if (this.wall == null) {
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console.debug("wall is not available, skipping rendering");
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return;
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}
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this.ctx.fillStyle = "white";
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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this.ctx.save();
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this.ctx.translate(Math.floor(this.clientWidth / 2), Math.floor(this.clientHeight / 2));
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this.ctx.scale(this.viewport.zoom, this.viewport.zoom);
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this.ctx.translate(-this.viewport.panX, -this.viewport.panY);
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this.gl.clearColor(1, 1, 1, 1);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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this.gl.useProgram(this.renderChunksProgram.id);
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this.gl.uniform2f(
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this.renderChunksProgram.u_screenSize,
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this.canvas.width,
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this.canvas.height,
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);
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this.gl.uniform2f(
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this.renderChunksProgram.u_translation,
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this.canvas.width / 2 - this.viewport.panX * this.viewport.zoom,
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this.canvas.height / 2 - this.viewport.panY * this.viewport.zoom,
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);
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this.gl.uniform2f(this.renderChunksProgram.u_scale, this.viewport.zoom, this.viewport.zoom);
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this.#collectChunksThisFrame();
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for (let [i, chunks] of this.chunksThisFrame) {
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let atlas = this.atlasAllocator.atlases[i];
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this.gl.bindTexture(this.gl.TEXTURE_2D, atlas.id);
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this.#resetRectBuffer();
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for (let chunk of chunks) {
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let { i, allocation } = this.getChunkAllocation(chunk.x, chunk.y);
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let atlas = this.atlasAllocator.atlases[i];
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this.#pushRect(
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chunk.x * this.wall.chunkSize,
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chunk.y * this.wall.chunkSize,
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this.wall.chunkSize,
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this.wall.chunkSize,
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(allocation.x * atlas.chunkSize) / atlas.textureSize,
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(allocation.y * atlas.chunkSize) / atlas.textureSize,
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atlas.chunkSize / atlas.textureSize,
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atlas.chunkSize / atlas.textureSize,
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);
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}
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this.#drawRects();
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}
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}
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getChunkAllocation(chunkX, chunkY) {
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let key = Wall.chunkKey(chunkX, chunkY);
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if (this.chunkAllocations.has(key)) {
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return this.chunkAllocations.get(key);
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} else {
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let allocation = this.atlasAllocator.alloc(this.gl);
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this.chunkAllocations.set(key, allocation);
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return allocation;
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}
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}
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#collectChunksThisFrame() {
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// NOTE: Not optimal that we don't preserve the arrays anyhow; it would be better if we
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// preserved the allocations.
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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);
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@ -84,25 +312,69 @@ class CanvasRenderer extends HTMLElement {
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let bottom = Math.ceil((visibleRect.y + visibleRect.height) / this.wall.chunkSize);
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for (let chunkY = top; chunkY < bottom; ++chunkY) {
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for (let chunkX = left; chunkX < right; ++chunkX) {
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let x = chunkX * this.wall.chunkSize;
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let y = chunkY * this.wall.chunkSize;
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let chunk = this.wall.getChunk(chunkX, chunkY);
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if (chunk != null) {
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this.ctx.globalCompositeOperation = "source-over";
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this.ctx.imageSmoothingEnabled = false;
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this.ctx.drawImage(chunk.canvas, x, y);
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if (chunk.renderDirty) {
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this.#updateChunkTexture(chunkX, chunkY);
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chunk.renderDirty = false;
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}
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let allocation = this.getChunkAllocation(chunkX, chunkY);
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let array = this.chunksThisFrame.get(allocation.i);
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if (array == null) {
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array = [];
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this.chunksThisFrame.set(allocation.i, array);
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}
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array.push({ x: chunkX, y: chunkY });
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}
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}
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}
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}
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this.ctx.restore();
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#resetRectBuffer() {
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this.uboRectsNum = 0;
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}
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if (this.ctx.brushPreview != null) {
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this.ctx.drawImage(this.ctx.brushPreview, 0, 0);
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#pushRect(x, y, width, height, u, v, uWidth, vHeight) {
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let lengthOfRect = 8;
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let i = this.uboRectsNum * lengthOfRect;
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this.uboRectsData[i + 0] = x;
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this.uboRectsData[i + 1] = y;
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this.uboRectsData[i + 2] = width;
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this.uboRectsData[i + 3] = height;
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this.uboRectsData[i + 4] = u;
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this.uboRectsData[i + 5] = v;
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this.uboRectsData[i + 6] = uWidth;
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this.uboRectsData[i + 7] = vHeight;
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this.uboRectsNum += 1;
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if (this.uboRectsNum == ((this.uboRectsData.length / lengthOfRect) | 0)) {
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this.#drawRects();
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this.#resetRectBuffer();
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}
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}
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#drawRects() {
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let rectBuffer = this.uboRectsData.subarray(0, this.uboRectsNum * 8);
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this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, this.uboRects);
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this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, 0, rectBuffer);
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this.gl.bindVertexArray(this.vaoRectMesh);
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vboRectMesh);
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this.gl.drawArraysInstanced(this.gl.TRIANGLES, 0, 6, this.uboRectsNum);
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}
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#updateChunkTexture(chunkX, chunkY) {
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let allocation = this.getChunkAllocation(chunkX, chunkY);
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let chunk = this.wall.getChunk(chunkX, chunkY);
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this.atlasAllocator.upload(this.gl, allocation, chunk.pixmap);
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}
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// Behaviours
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async #cursorReportingBehaviour() {
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while (true) {
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let event = await listen([this, "mousemove"]);
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@ -173,3 +445,92 @@ class CanvasRenderer extends HTMLElement {
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}
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customElements.define("rkgk-canvas-renderer", CanvasRenderer);
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class Atlas {
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static getInitBuffer(chunkSize, nChunks) {
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let imageSize = chunkSize * nChunks;
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return new Uint8Array(imageSize * imageSize * 4);
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}
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constructor(gl, chunkSize, nChunks, initBuffer) {
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this.id = gl.createTexture();
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this.chunkSize = chunkSize;
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this.nChunks = nChunks;
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this.textureSize = chunkSize * nChunks;
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this.free = Array(nChunks * nChunks);
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for (let y = 0; y < nChunks; ++y) {
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for (let x = 0; x < nChunks; ++x) {
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this.free[x + y * nChunks] = { x, y };
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}
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}
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gl.bindTexture(gl.TEXTURE_2D, this.id);
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RGBA8,
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this.textureSize,
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this.textureSize,
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0,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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initBuffer,
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);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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}
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alloc() {
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return this.free.pop();
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}
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upload(gl, { x, y }, pixmap) {
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gl.bindTexture(gl.TEXTURE_2D, this.id);
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gl.texSubImage2D(
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gl.TEXTURE_2D,
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0,
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x * this.chunkSize,
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y * this.chunkSize,
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this.chunkSize,
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this.chunkSize,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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pixmap.getArrayBuffer(),
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);
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}
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}
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class AtlasAllocator {
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atlases = [];
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constructor(chunkSize, nChunks) {
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this.chunkSize = chunkSize;
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this.nChunks = nChunks;
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this.initBuffer = Atlas.getInitBuffer(chunkSize, nChunks);
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}
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alloc(gl) {
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// Right now we do a dumb linear scan through all atlases, but in the future it would be
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// really nice to optimize this by storing information about which atlases have free slots
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// precisely.
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for (let i = 0; i < this.atlases.length; ++i) {
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let atlas = this.atlases[i];
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let allocation = atlas.alloc();
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if (allocation != null) {
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return { i, allocation };
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}
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}
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let i = this.atlases.length;
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let atlas = new Atlas(gl, this.chunkSize, this.nChunks, this.initBuffer);
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let allocation = atlas.alloc();
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this.atlases.push(atlas);
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return { i, allocation };
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}
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upload(gl, { i, allocation }, pixmap) {
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this.atlases[i].upload(gl, allocation, pixmap);
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||||
}
|
||||
}
|
||||
|
|
|
@ -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() {
|
||||
|
|
|
@ -211,6 +211,7 @@ function readUrl(urlString) {
|
|||
chunk.ctx.globalCompositeOperation = "copy";
|
||||
chunk.ctx.drawImage(bitmap, 0, 0);
|
||||
chunk.syncToPixmap();
|
||||
chunk.markModified();
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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") {
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue