mirror of
https://github.com/wavetermdev/xterm.js.git
synced 2026-08-05 13:43:48 -07:00
Create texture page attribute
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@@ -8,7 +8,6 @@ import { IWebGL2RenderingContext, IWebGLVertexArrayObject, IRenderModel } from '
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import { fill } from 'common/TypedArrayUtils';
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import { NULL_CELL_CODE } from 'common/buffer/Constants';
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import { Terminal } from 'xterm';
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import { IColorSet } from 'browser/Types';
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import { IRasterizedGlyph, IRenderDimensions, ITextureAtlas } from 'browser/renderer/shared/Types';
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import { Disposable, toDisposable } from 'common/Lifecycle';
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import { throwIfFalsy } from 'browser/renderer/shared/RendererUtils';
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@@ -30,8 +29,9 @@ const enum VertexAttribLocations {
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CELL_POSITION = 1,
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OFFSET = 2,
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SIZE = 3,
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TEXCOORD = 4,
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TEXSIZE = 5
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TEXPAGE = 4,
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TEXCOORD = 5,
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TEXSIZE = 6
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}
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const vertexShaderSource = `#version 300 es
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@@ -39,6 +39,7 @@ layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
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layout (location = ${VertexAttribLocations.CELL_POSITION}) in vec2 a_cellpos;
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layout (location = ${VertexAttribLocations.OFFSET}) in vec2 a_offset;
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layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
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layout (location = ${VertexAttribLocations.TEXPAGE}) in float a_texpage;
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layout (location = ${VertexAttribLocations.TEXCOORD}) in vec2 a_texcoord;
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layout (location = ${VertexAttribLocations.TEXSIZE}) in vec2 a_texsize;
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@@ -46,10 +47,12 @@ uniform mat4 u_projection;
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uniform vec2 u_resolution;
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out vec2 v_texcoord;
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flat out int v_texpage;
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void main() {
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vec2 zeroToOne = (a_offset / u_resolution) + a_cellpos + (a_unitquad * a_size);
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gl_Position = u_projection * vec4(zeroToOne, 0.0, 1.0);
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v_texpage = int(a_texpage);
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v_texcoord = a_texcoord + a_unitquad * a_texsize;
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}`;
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@@ -57,16 +60,21 @@ const fragmentShaderSource = `#version 300 es
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precision lowp float;
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in vec2 v_texcoord;
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flat in int v_texpage;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture[2];
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out vec4 outColor;
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void main() {
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outColor = texture(u_texture, v_texcoord);
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if (v_texpage == 0) {
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outColor = texture(u_texture[0], v_texcoord);
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} else if (v_texpage == 1) {
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outColor = texture(u_texture[1], v_texcoord);
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}
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}`;
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const INDICES_PER_CELL = 10;
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const INDICES_PER_CELL = 11;
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const BYTES_PER_CELL = INDICES_PER_CELL * Float32Array.BYTES_PER_ELEMENT;
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const CELL_POSITION_INDICES = 2;
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@@ -84,6 +92,7 @@ export class GlyphRenderer extends Disposable {
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private _projectionLocation: WebGLUniformLocation;
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private _resolutionLocation: WebGLUniformLocation;
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private _textureLocation: WebGLUniformLocation;
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private readonly _nullTexture: WebGLTexture;
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private _atlasTexture: WebGLTexture;
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private _attributesBuffer: WebGLBuffer;
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private _activeBuffer: number = 0;
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@@ -145,24 +154,35 @@ export class GlyphRenderer extends Disposable {
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gl.enableVertexAttribArray(VertexAttribLocations.SIZE);
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gl.vertexAttribPointer(VertexAttribLocations.SIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 2 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.SIZE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXPAGE);
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gl.vertexAttribPointer(VertexAttribLocations.TEXPAGE, 1, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXPAGE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXCOORD);
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gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 4 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.TEXCOORD, 2, gl.FLOAT, false, BYTES_PER_CELL, 5 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXCOORD, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.TEXSIZE);
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gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 6 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.TEXSIZE, 2, gl.FLOAT, false, BYTES_PER_CELL, 7 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.TEXSIZE, 1);
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gl.enableVertexAttribArray(VertexAttribLocations.CELL_POSITION);
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gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, BYTES_PER_CELL, 8 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribPointer(VertexAttribLocations.CELL_POSITION, 2, gl.FLOAT, false, BYTES_PER_CELL, 9 * Float32Array.BYTES_PER_ELEMENT);
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gl.vertexAttribDivisor(VertexAttribLocations.CELL_POSITION, 1);
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// Setup empty texture atlas
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this._atlasTexture = throwIfFalsy(gl.createTexture());
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this.register(toDisposable(() => gl.deleteTexture(this._atlasTexture)));
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 255, 255]));
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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this._nullTexture = throwIfFalsy(gl.createTexture());
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, this._nullTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// Allow drawing of transparent texture
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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@@ -213,12 +233,14 @@ export class GlyphRenderer extends Disposable {
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// a_size
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array[$i + 2] = ($glyph.size.x - $clippedPixels) / this._dimensions.device.canvas.width;
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array[$i + 3] = $glyph.size.y / this._dimensions.device.canvas.height;
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// a_texpage
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array[$i + 4] = 0;
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// a_texcoord
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array[$i + 4] = $glyph.texturePositionClipSpace.x + $clippedPixels / this._atlas.cacheCanvas.width;
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array[$i + 5] = $glyph.texturePositionClipSpace.y;
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array[$i + 5] = $glyph.texturePositionClipSpace.x + $clippedPixels / this._atlas.cacheCanvas.width;
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array[$i + 6] = $glyph.texturePositionClipSpace.y;
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// a_texsize
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array[$i + 6] = $glyph.sizeClipSpace.x - $clippedPixels / this._atlas.cacheCanvas.width;
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array[$i + 7] = $glyph.sizeClipSpace.y;
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array[$i + 7] = $glyph.sizeClipSpace.x - $clippedPixels / this._atlas.cacheCanvas.width;
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array[$i + 8] = $glyph.sizeClipSpace.y;
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} else {
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// a_origin
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array[$i ] = -$glyph.offset.x + this._dimensions.device.char.left;
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@@ -226,12 +248,14 @@ export class GlyphRenderer extends Disposable {
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// a_size
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array[$i + 2] = $glyph.size.x / this._dimensions.device.canvas.width;
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array[$i + 3] = $glyph.size.y / this._dimensions.device.canvas.height;
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// a_texpage
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array[$i + 4] = 0;
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// a_texcoord
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array[$i + 4] = $glyph.texturePositionClipSpace.x;
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array[$i + 5] = $glyph.texturePositionClipSpace.y;
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array[$i + 5] = $glyph.texturePositionClipSpace.x;
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array[$i + 6] = $glyph.texturePositionClipSpace.y;
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// a_texsize
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array[$i + 6] = $glyph.sizeClipSpace.x;
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array[$i + 7] = $glyph.sizeClipSpace.y;
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array[$i + 7] = $glyph.sizeClipSpace.x;
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array[$i + 8] = $glyph.sizeClipSpace.y;
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}
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// a_cellpos only changes on resize
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}
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@@ -257,8 +281,8 @@ export class GlyphRenderer extends Disposable {
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let i = 0;
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for (let y = 0; y < terminal.rows; y++) {
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for (let x = 0; x < terminal.cols; x++) {
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this._vertices.attributes[i + 8] = x / terminal.cols;
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this._vertices.attributes[i + 9] = y / terminal.rows;
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this._vertices.attributes[i + 9] = x / terminal.cols;
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this._vertices.attributes[i + 10] = y / terminal.rows;
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i += INDICES_PER_CELL;
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}
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}
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@@ -306,13 +330,20 @@ export class GlyphRenderer extends Disposable {
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// Bind the texture atlas if it's changed
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if (this._atlas.hasCanvasChanged) {
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this._atlas.hasCanvasChanged = false;
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// TODO: Make nicer
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const layerTextureUnits = new Int32Array([0, 1]);
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gl.uniform1iv(this._textureLocation, layerTextureUnits);
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gl.uniform1i(this._textureLocation, 0);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, this._atlasTexture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._atlas.cacheCanvas);
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// TODO: Why is mipmap here?
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gl.generateMipmap(gl.TEXTURE_2D);
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}
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, this._nullTexture);
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// Set uniforms
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gl.uniformMatrix4fv(this._projectionLocation, false, PROJECTION_MATRIX);
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gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
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