speedscope/rectangle-batch-renderer.ts
Jamie Wong 1987e83bde
Upgrade libraries & change release procedure (#8)
Previously, I was doing a hacky release process where I had `index.html` serve contents for `jlfwong.github.io/speedscope`, but used `dev.html` locally. This seems like it broke with the latest parcel release, so I just revamped the release process instead.

Now, the `release.sh` script creates a temporary shallow clone of the repository, overwrites its contents with build artifacts, runs a local server to verify it's working, then commits and pushes to the `gh-pages` branches.
2018-04-05 00:15:42 -07:00

201 lines
5.7 KiB
TypeScript

import regl from 'regl'
import { Rect, Vec2, AffineTransform } from './math'
import { Color } from './color'
export class RectangleBatch {
private rectCapacity = 1000
private rectCount = 0
private configSpaceOffsets = new Float32Array(this.rectCapacity * 2)
private configSpaceSizes = new Float32Array(this.rectCapacity * 2)
private colors = new Float32Array(this.rectCapacity * 3)
constructor(private gl: regl.Instance) { }
getRectCount() { return this.rectCount }
private configSpaceOffsetBuffer: regl.Buffer | null = null
getConfigSpaceOffsetBuffer() {
if (!this.configSpaceOffsetBuffer) this.configSpaceOffsetBuffer = this.gl.buffer(this.configSpaceOffsets)
return this.configSpaceOffsetBuffer
}
private configSpaceSizeBuffer: regl.Buffer | null = null
getConfigSpaceSizeBuffer() {
if (!this.configSpaceSizeBuffer) this.configSpaceSizeBuffer = this.gl.buffer(this.configSpaceSizes)
return this.configSpaceSizeBuffer
}
private colorBuffer: regl.Buffer | null = null
getColorBuffer() {
if (!this.colorBuffer) this.colorBuffer = this.gl.buffer(this.colors)
return this.colorBuffer
}
uploadToGPU() {
this.getConfigSpaceOffsetBuffer()
this.getConfigSpaceSizeBuffer()
this.getColorBuffer()
}
addRect(rect: Rect, color: Color) {
const index = this.rectCount++
if (index >= this.rectCapacity) {
// Not enough capacity, time to resize! We'll double the capacity each time.
this.rectCapacity *= 2
const configSpaceOffsets = new Float32Array(this.rectCapacity * 2)
const configSpaceSizes = new Float32Array(this.rectCapacity * 2)
const colors = new Float32Array(this.rectCapacity * 3)
configSpaceOffsets.set(this.configSpaceOffsets)
configSpaceSizes.set(this.configSpaceSizes)
colors.set(this.colors)
this.configSpaceOffsets = configSpaceOffsets
this.configSpaceSizes = configSpaceSizes
this.colors = colors
}
this.configSpaceOffsets[index * 2] = rect.origin.x
this.configSpaceOffsets[index * 2 + 1] = rect.origin.y
this.configSpaceSizes[index * 2] = rect.size.x
this.configSpaceSizes[index * 2 + 1] = rect.size.y
this.colors[index * 3] = color.r
this.colors[index * 3 + 1] = color.g
this.colors[index * 3 + 2] = color.b
}
}
export interface RectangleBatchRendererProps {
batch: RectangleBatch
configSpaceSrcRect: Rect
physicalSpaceDstRect: Rect
parityMin?: number
parityOffset?: number
}
export class RectangleBatchRenderer {
private command: regl.Command<RectangleBatchRendererProps>
constructor(gl: regl.Instance) {
// We draw the parity / 5 into the depth channel so it can be used in a
// post-processing step to draw boundaries between rectangles. We use 5
// different values (2 per row) + one for the background, so we can
// distingish both between adjacent rectangles on a row and between rows!
this.command = gl({
vert: `
uniform mat3 configSpaceToNDC;
// Non-instanced
attribute vec2 corner;
// Instanced
attribute vec2 configSpaceOffset;
attribute vec2 configSpaceSize;
attribute vec3 color;
attribute float index;
varying vec3 vColor;
void main() {
vColor = color;
vec2 configSpacePos = configSpaceOffset + corner * configSpaceSize;
vec2 position = (configSpaceToNDC * vec3(configSpacePos, 1)).xy;
gl_Position = vec4(position, 1, 1);
}
`,
depth: {
enable: false
},
frag: `
precision mediump float;
varying vec3 vColor;
varying float vParity;
void main() {
gl_FragColor = vec4(vColor.rgb, 1);
}
`,
attributes: {
// Non-instanced attributes
corner: gl.buffer([
[0, 0],
[1, 0],
[0, 1],
[1, 1],
]),
// Instanced attributes
configSpaceOffset: (context, props) => {
return {
buffer: props.batch.getConfigSpaceOffsetBuffer(),
offset: 0,
stride: 2 * 4,
size: 2,
divisor: 1
}
},
configSpaceSize: (context, props) => {
return {
buffer: props.batch.getConfigSpaceSizeBuffer(),
offset: 0,
stride: 2 * 4,
size: 2,
divisor: 1
}
},
color: (context, props) => {
return {
buffer: props.batch.getColorBuffer(),
offset: 0,
stride: 3 * 4,
size: 3,
divisor: 1
}
}
},
uniforms: {
configSpaceToNDC: (context, props) => {
const configToPhysical = AffineTransform.betweenRects(
props.configSpaceSrcRect,
props.physicalSpaceDstRect
)
const viewportSize = new Vec2(context.viewportWidth, context.viewportHeight)
const physicalToNDC = AffineTransform.withTranslation(new Vec2(-1, 1))
.times(AffineTransform.withScale(new Vec2(2, -2).dividedByPointwise(viewportSize)))
return physicalToNDC.times(configToPhysical).flatten()
},
parityOffset: (context, props) => {
return props.parityOffset == null ? 0 : props.parityOffset
},
parityMin: (context, props) => {
return props.parityMin == null ? 0 : 1 + props.parityMin
}
},
instances: (context, props) => {
return props.batch.getRectCount()
},
count: 4,
primitive: 'triangle strip',
})
}
render(props: RectangleBatchRendererProps) {
this.command(props)
}
resetStats() { return Object.assign(this.command.stats, { cpuTime: 0, gpuTime: 0, count: 0 }) }
stats() { return this.command.stats }
}