liquidex
17f3f573b5
- make the shader not compile for over a minute on Windows - stop calculating matrices inside the shader, per vertex
557 lines
19 KiB
JavaScript
557 lines
19 KiB
JavaScript
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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constructor() {
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super();
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}
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connectedCallback() {
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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());
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resizeObserver.observe(this);
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this.#cursorReportingBehaviour();
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this.#panningBehaviour();
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this.#zoomingBehaviour();
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this.#paintingBehaviour();
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this.addEventListener("contextmenu", (event) => event.preventDefault());
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}
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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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// Rerender immediately after the canvas is resized, as its contents have now been invalidated.
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this.#render();
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}
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getWindowSize() {
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return {
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width: this.clientWidth,
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height: this.clientHeight,
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};
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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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getVisibleChunkRect() {
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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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let top = Math.floor(visibleRect.y / this.wall.chunkSize);
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let right = Math.ceil((visibleRect.x + visibleRect.width) / this.wall.chunkSize);
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let bottom = Math.ceil((visibleRect.y + visibleRect.height) / this.wall.chunkSize);
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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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console.info("vendor", this.gl.getParameter(this.gl.VENDOR));
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console.info("renderer", this.gl.getParameter(this.gl.RENDERER));
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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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// Due to an ANGLE bug on Windows, we can only render around 64 rectangles in a batch.
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//
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// It seems that for DirectX it generates a horribly inefficient shader that the DirectX
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// compiler takes _ages_ to process (~1.5min on my machine for 512 elements.)
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// The compilation time seems to increase exponentially; 256 elements take around 8 seconds,
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// which is still unacceptable, and 128 elements take just over a second.
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//
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// We choose 64 because it causes an extremely short stutter, which I find acceptable.
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// We also realistically don't need anymore, because (at least at the time I'm writing this)
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// we store (8 * 8 = 64) chunks per texture atlas, so we can't batch more than that.
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const maxRects = 64;
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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[${maxRects}]; };
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uniform mat4 u_projection;
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uniform mat4 u_view;
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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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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(u_view * vec4(localPosition, 0.0, 1.0));
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vec4 scenePosition = u_projection * 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_projection: this.gl.getUniformLocation(renderChunksProgramId, "u_projection"),
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u_view: this.gl.getUniformLocation(renderChunksProgramId, "u_view"),
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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(maxRects * 8);
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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.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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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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let translationX = this.canvas.width / 2 - this.viewport.panX * this.viewport.zoom;
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let translationY = this.canvas.height / 2 - this.viewport.panY * this.viewport.zoom;
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let scale = this.viewport.zoom;
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this.gl.uniformMatrix4fv(
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this.renderChunksProgram.u_projection,
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false,
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// prettier-ignore
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[
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2.0 / this.canvas.width, 0.0, 0.0, 0.0,
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0.0, 2.0 / -this.canvas.height, 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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);
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this.gl.uniformMatrix4fv(
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this.renderChunksProgram.u_view,
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false,
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// prettier-ignore
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[
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scale, 0.0, 0.0, 0.0,
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0.0, scale, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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translationX, translationY, 0.0, 1.0
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],
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);
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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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let top = Math.floor(visibleRect.y / this.wall.chunkSize);
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let right = Math.ceil((visibleRect.x + visibleRect.width) / this.wall.chunkSize);
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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 chunk = this.wall.getChunk(chunkX, chunkY);
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if (chunk != null) {
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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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#resetRectBuffer() {
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this.uboRectsNum = 0;
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}
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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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let [x, y] = this.viewport.toViewportSpace(
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event.clientX - this.clientLeft,
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event.offsetY - this.clientTop,
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this.getWindowSize(),
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);
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this.dispatchEvent(Object.assign(new Event(".cursor"), { x, y }));
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}
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}
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sendViewportUpdate() {
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this.dispatchEvent(new Event(".viewportUpdate"));
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}
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async #panningBehaviour() {
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while (true) {
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let mouseDown = await listen([this, "mousedown"]);
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let startingPanX = this.viewport.panX;
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let startingPanY = this.viewport.panY;
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if (mouseDown.button == 1 || mouseDown.button == 2) {
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mouseDown.preventDefault();
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while (true) {
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let event = await listen([window, "mousemove"], [window, "mouseup"]);
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if (event.type == "mousemove") {
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let deltaX = mouseDown.clientX - event.clientX;
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let deltaY = mouseDown.clientY - event.clientY;
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this.viewport.panX = startingPanX + deltaX / this.viewport.zoom;
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this.viewport.panY = startingPanY + deltaY / this.viewport.zoom;
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this.sendViewportUpdate();
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} else if (event.type == "mouseup" && event.button == mouseDown.button) {
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this.dispatchEvent(new Event(".viewportUpdateEnd"));
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break;
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}
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}
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}
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}
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}
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async #zoomingBehaviour() {
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while (true) {
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let event = await listen([this, "wheel"]);
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// TODO: Touchpad zoom
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this.viewport.zoomIn(event.deltaY > 0 ? -1 : 1);
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this.sendViewportUpdate();
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this.dispatchEvent(new Event(".viewportUpdateEnd"));
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}
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}
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async #paintingBehaviour() {
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const paint = (x, y) => {
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let [wallX, wallY] = this.viewport.toViewportSpace(x, y, this.getWindowSize());
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this.dispatchEvent(Object.assign(new Event(".paint"), { x: wallX, y: wallY }));
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};
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while (true) {
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let mouseDown = await listen([this, "mousedown"]);
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if (mouseDown.button == 0) {
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paint(mouseDown.offsetX, mouseDown.offsetY);
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while (true) {
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let event = await listen([window, "mousemove"], [window, "mouseup"]);
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if (event.type == "mousemove") {
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paint(event.clientX - this.clientLeft, event.offsetY - this.clientTop);
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} else if (event.type == "mouseup") {
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break;
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}
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}
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}
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}
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}
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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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|