Add some more WebGl

This commit is contained in:
schmelczerandras 2020-07-20 21:58:31 +02:00
parent c9b924d228
commit 066314ede8
23 changed files with 462 additions and 199 deletions

View file

@ -1,9 +1,12 @@
import { Vec2 } from '../math/vec2';
import { Rectangle } from '../math/rectangle';
export interface Drawer {
startFrame();
finishFrame();
setCameraPosition(position: Vec2);
startFrame(): void;
finishFrame(): void;
giveUniforms(uniforms: any): void;
setCameraPosition(position: Vec2): void;
setInViewArea(size: number): Vec2;
drawInfoText(text: string);
drawInfoText(text: string): void;
isOnScreen(position: Vec2): boolean;
}

View file

@ -1,24 +0,0 @@
import { createShader } from './create-shader';
export const createProgram = (
gl: WebGL2RenderingContext,
vertexShader: string,
fragmentShader: string
): WebGLProgram => {
const program = gl.createProgram();
gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexShader));
gl.attachShader(
program,
createShader(gl, gl.FRAGMENT_SHADER, fragmentShader)
);
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
};

View file

@ -7,10 +7,10 @@ export const createShader = (
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
if (!success) {
throw new Error(gl.getShaderInfoLog(shader));
}
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return shader;
};

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@ -0,0 +1,121 @@
import passthroughVertexShader from '../../../shaders/passthrough-vs.glsl';
import { createShader } from './create-shader';
import { loadUniform } from './load-uniform';
export class FragmentShaderOnlyProgram {
program: WebGLProgram;
shaders: Array<WebGLShader> = [];
private vao: WebGLVertexArrayObject;
private uniforms: Array<{
name: Array<string>;
location: WebGLUniformLocation;
type: GLenum;
}> = [];
constructor(
private gl: WebGL2RenderingContext,
fragmentShaderSource: string
) {
this.createProgram(fragmentShaderSource);
this.prepareScreenQuad('a_position');
this.queryUniforms();
}
public bind() {
this.gl.useProgram(this.program);
this.gl.bindVertexArray(this.vao);
}
public draw() {
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
}
public setUniforms(values: any) {
this.uniforms.forEach(({ name, location, type }) => {
const value = name.reduce(
(prev, prop) => (prev !== null && prop in prev ? prev[prop] : null),
values
);
if (value !== null) {
loadUniform(this.gl, value, type, location);
}
});
}
private queryUniforms() {
const uniformCount = this.gl.getProgramParameter(
this.program,
WebGL2RenderingContext.ACTIVE_UNIFORMS
);
for (let i = 0; i < uniformCount; i++) {
const glUniform = this.gl.getActiveUniform(this.program, i);
this.uniforms.push({
name: glUniform.name.split(/\[|\]\.|\]|\./).filter((p) => p !== ''),
location: this.gl.getUniformLocation(this.program, glUniform.name),
type: glUniform.type,
});
}
}
private createProgram(fragmentShaderSource: string) {
this.program = this.gl.createProgram();
const vertexShader = createShader(
this.gl,
this.gl.VERTEX_SHADER,
passthroughVertexShader
);
this.gl.attachShader(this.program, vertexShader);
this.shaders.push(vertexShader);
const fragmentShader = createShader(
this.gl,
this.gl.FRAGMENT_SHADER,
fragmentShaderSource
);
this.gl.attachShader(this.program, fragmentShader);
this.shaders.push(fragmentShader);
this.gl.linkProgram(this.program);
const success = this.gl.getProgramParameter(
this.program,
this.gl.LINK_STATUS
);
if (!success) {
throw new Error(this.gl.getProgramInfoLog(this.program));
}
}
private prepareScreenQuad(attributeName: string) {
const positionAttributeLocation = this.gl.getAttribLocation(
this.program,
attributeName
);
const positionBuffer = this.gl.createBuffer();
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer);
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
this.gl.STATIC_DRAW
);
this.vao = this.gl.createVertexArray();
this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation);
this.gl.vertexAttribPointer(
positionAttributeLocation,
2,
this.gl.FLOAT,
false,
0,
0
);
}
}

View file

@ -0,0 +1,41 @@
import { Vec2 } from '../../math/vec2';
import { Mat3 } from '../../math/mat3';
export const loadUniform = (
gl: WebGL2RenderingContext,
value: any,
type: GLenum,
location: WebGLUniformLocation
): any => {
const converters: Map<
GLenum,
(
gl: WebGL2RenderingContext,
value: any,
location: WebGLUniformLocation
) => void
> = new Map();
{
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) =>
gl.uniform1f(l, v)
);
converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: Vec2, l) =>
gl.uniform2fv(l, new Float32Array(v.list))
);
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v: Mat3, l) =>
gl.uniformMatrix3fv(l, false, new Float32Array(v.transposedFlat))
);
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) =>
gl.uniform1i(l, v)
);
if (!converters.has(type)) {
throw new Error('Unimplemented webgl type');
}
converters.get(type)(gl, value, location);
}
};

View file

@ -1,26 +0,0 @@
export const prepareScreenQuad = (
gl: WebGL2RenderingContext,
program: WebGLProgram,
attributeName: string
): WebGLVertexArrayObject => {
const positionAttributeLocation = gl.getAttribLocation(
program,
attributeName
);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]),
gl.STATIC_DRAW
);
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
return vao;
};

View file

@ -0,0 +1,64 @@
import { WebGl2Renderer } from '../webgl2-renderer';
import { InfoText } from '../../objects/types/info-text';
// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
export class WebGlStopwatch {
private timerExtension: any;
private timerQuery: WebGLQuery;
private isReady = true;
private resultsInNanoSeconds: number;
constructor(private gl: WebGL2RenderingContext) {
if (
this.gl
.getSupportedExtensions()
.indexOf('EXT_disjoint_timer_query_webgl2') == -1
) {
throw new Error('Unsupported extension');
}
this.timerExtension = this.gl.getExtension(
'EXT_disjoint_timer_query_webgl2'
);
}
public start() {
if (this.isReady) {
this.timerQuery = this.gl.createQuery();
this.gl.beginQuery(this.timerExtension.TIME_ELAPSED_EXT, this.timerQuery);
}
}
public stop() {
if (this.isReady) {
this.gl.endQuery(this.timerExtension.TIME_ELAPSED_EXT);
this.isReady = false;
}
const available = this.gl.getQueryParameter(
this.timerQuery,
this.gl.QUERY_RESULT_AVAILABLE
);
const disjoint = this.gl.getParameter(this.timerExtension.GPU_DISJOINT_EXT);
if (available && !disjoint) {
this.resultsInNanoSeconds = this.gl.getQueryParameter(
this.timerQuery,
this.gl.QUERY_RESULT
);
InfoText.modifyRecord(
'Draw time',
`${this.resultsInMilliSeconds.toFixed(2)} ms`
);
this.isReady = true;
}
}
public get resultsInMilliSeconds(): number {
return this.resultsInNanoSeconds / 1000 / 1000;
}
}

View file

@ -1,32 +1,37 @@
import { Drawer } from './drawer';
import { Vec2 } from '../math/vec2';
import { createProgram } from './graphics-library/create-program';
import { prepareScreenQuad } from './graphics-library/prepare-screen-quad';
import { Mat3 } from '../math/mat3';
import { FragmentShaderOnlyProgram } from './graphics-library/fragment-shader-only-program';
import { WebGlStopwatch } from './graphics-library/stopwatch';
import { Rectangle } from '../math/rectangle';
export class WebGl2Renderer implements Drawer {
private gl: WebGL2RenderingContext;
private program: WebGLProgram;
private vao: WebGLVertexArrayObject;
private program: FragmentShaderOnlyProgram;
private stopwatch: WebGlStopwatch;
public enableHighDpiRendering = false;
public renderScale = 0.33;
public renderScale = 0.5;
private cameraPosition: Vec2;
private viewBoxSize: Vec2;
private viewBox: Rectangle = new Rectangle();
private nextFrameUniforms: any;
constructor(
private canvas: HTMLCanvasElement,
private overlay: HTMLElement,
shaderSources: [string, string]
shaderSources: Array<string>
) {
this.gl = this.canvas.getContext('webgl2');
if (!this.gl) {
throw new Error('WebGl2 is not supported');
}
this.program = createProgram(this.gl, ...shaderSources);
this.vao = prepareScreenQuad(this.gl, this.program, 'a_position');
this.program = new FragmentShaderOnlyProgram(this.gl, shaderSources[0]);
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {}
}
private handleResize() {
@ -49,51 +54,56 @@ export class WebGl2Renderer implements Drawer {
}
public startFrame() {
this.stopwatch?.start();
this.handleResize();
this.gl.clearColor(0, 0, 0, 0);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
this.gl.useProgram(this.program);
this.gl.bindVertexArray(this.vao);
this.program.bind();
this.nextFrameUniforms = {};
}
finishFrame() {
public finishFrame() {
const resolution = new Vec2(this.canvas.width, this.canvas.height);
const transform = Mat3.translateMatrix(new Vec2(0.5, 0.5))
.times(Mat3.scaleMatrix(this.viewBoxSize.divide(resolution)))
.times(Mat3.translateMatrix(this.cameraPosition));
this.nextFrameUniforms.transform = Mat3.translateMatrix(new Vec2(0.5, 0.5))
.times(Mat3.scaleMatrix(this.viewBox.size.divide(resolution)))
.times(Mat3.translateMatrix(this.viewBox.topLeft));
const viewBoxSizeUniformLocation = this.gl.getUniformLocation(
this.program,
'transform'
);
this.gl.uniformMatrix3fv(
viewBoxSizeUniformLocation,
false,
new Float32Array(transform.transposedFlat)
);
this.program.setUniforms(this.nextFrameUniforms);
this.program.draw();
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
this.stopwatch?.stop();
}
setCameraPosition(position: Vec2) {
this.cameraPosition = position;
public setCameraPosition(position: Vec2) {
this.viewBox.topLeft = position;
}
setInViewArea(size: number): Vec2 {
public giveUniforms(uniforms: any): void {
this.nextFrameUniforms = { ...this.nextFrameUniforms, ...uniforms };
}
public setInViewArea(size: number): Vec2 {
const canvasAspectRatio =
this.canvas.clientWidth / this.canvas.clientHeight;
this.viewBoxSize = new Vec2(
this.viewBox.size = new Vec2(
Math.sqrt(size * canvasAspectRatio),
Math.sqrt(size / canvasAspectRatio)
);
return this.viewBoxSize;
return this.viewBox.size;
}
drawInfoText(text: string) {
public drawInfoText(text: string) {
if (this.overlay.innerText != text) {
this.overlay.innerText = text;
}
}
isOnScreen(position: Vec2): boolean {
return this.viewBox.isInside(position);
}
}