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 +1,4 @@
declare module '*.frag' {
const content: string;
export default content;
}
declare module '*.vert' {
declare module '*.glsl' {
const content: string;
export default content;
}

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@ -52,7 +52,6 @@
"uuid": "^8.2.0",
"webpack": "^4.43.0",
"webpack-cli": "^3.3.11",
"webpack-dev-server": "^3.10.3",
"webpack-glsl-minify": "^1.4.0"
"webpack-dev-server": "^3.10.3"
}
}

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@ -0,0 +1,8 @@
import { Drawer } from '../../drawing/drawer';
import { Command } from '../command';
export class BeforeDrawCommand extends Command {
public constructor(public readonly drawer?: Drawer) {
super();
}
}

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@ -1,4 +1,3 @@
import { Drawer } from '../../drawing/drawer';
import { Command } from '../command';
import { Vec2 } from '../../math/vec2';

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@ -0,0 +1,7 @@
import { Command } from '../command';
export class ZoomCommand extends Command {
public constructor(public readonly factor?: number) {
super();
}
}

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@ -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;
}

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@ -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);
};

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@ -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
);
}
}

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@ -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);
}
};

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@ -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;
};

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@ -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;
}
}

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@ -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);
}
}

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@ -1,4 +1,4 @@
import { WebGl2Renderer } from './drawing/renderer';
import { WebGl2Renderer } from './drawing/webgl2-renderer';
import { KeyboardListener } from './input/keyboard-listener';
import { MouseListener } from './input/mouse-listener';
import { TouchListener } from './input/touch-listener';
@ -11,16 +11,15 @@ import { Character } from './objects/types/character';
import { InfoText } from './objects/types/info-text';
import { timeIt } from './helper/timing';
import { GlslShader, GlslVariable, GlslVariableMap } from 'webpack-glsl-minify';
let passthroughVertexShader = require('../shaders/passthrough-vs.glsl') as GlslShader;
let distanceFragmentShader = require('../shaders/cave-fs.glsl') as GlslShader;
import caveFragmentShader from '../shaders/cave-fs.glsl';
import { Dungeon } from './objects/types/dungeon';
import { BeforeDrawCommand } from './commands/types/before-draw';
export class Game {
private previousTime: DOMHighResTimeStamp = 0;
private objects: ObjectContainer = new ObjectContainer();
private renderer: WebGl2Renderer;
private frameCount = 0;
private previousFpsValues: Array<number> = [];
constructor() {
const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
@ -35,12 +34,7 @@ export class Game {
[this.objects]
);
console.log(distanceFragmentShader);
this.renderer = new WebGl2Renderer(canvas, overlay, [
passthroughVertexShader.sourceCode,
distanceFragmentShader.sourceCode,
]);
this.renderer = new WebGl2Renderer(canvas, overlay, [caveFragmentShader]);
this.initializeScene();
requestAnimationFrame(this.gameLoop.bind(this));
@ -49,23 +43,37 @@ export class Game {
private initializeScene() {
this.objects.addObject(new Character(this.objects));
this.objects.addObject(new InfoText());
this.objects.addObject(new Dungeon());
}
@timeIt()
private gameLoop(time: DOMHighResTimeStamp) {
const deltaTime = time - this.previousTime;
if (this.frameCount++ % 30 == 0) {
InfoText.modifyRecord('FPS', (1000 / deltaTime).toFixed(1));
}
this.previousTime = time;
this.calculateFps(deltaTime);
this.objects.sendCommand(new StepCommand(deltaTime));
this.renderer.startFrame();
this.objects.sendCommand(new BeforeDrawCommand(this.renderer));
this.objects.sendCommand(new DrawCommand(this.renderer));
this.renderer.finishFrame();
window.requestAnimationFrame(this.gameLoop.bind(this));
}
private calculateFps(deltaTime: number) {
this.previousFpsValues.push(1000 / deltaTime);
if (this.previousFpsValues.length > 30) {
const text = `Min: ${this.previousFpsValues[0].toFixed(
2
)}\n\tMedian: ${this.previousFpsValues[
Math.floor(this.previousFpsValues.length / 2)
].toFixed(2)}`;
InfoText.modifyRecord('FPS', text);
this.previousFpsValues = [];
}
}
}

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@ -0,0 +1,3 @@
export function last<T>(a: Array<T>): T | null {
return a.length > 0 ? a[a.length - 1] : null;
}

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@ -3,6 +3,7 @@ import { PrimaryActionCommand } from '../commands/types/primary-action';
import { SecondaryActionCommand } from '../commands/types/secondary-action';
import { Vec2 } from '../math/vec2';
import { SwipeCommand } from '../commands/types/swipe';
import { ZoomCommand } from '../commands/types/zoom';
export class MouseListener extends CommandGenerator {
private previousPosition: Vec2 = null;
@ -45,6 +46,10 @@ export class MouseListener extends CommandGenerator {
const position = this.positionFromEvent(event);
this.sendCommand(new SecondaryActionCommand(position));
});
target.addEventListener('wheel', (event: MouseWheelEvent) => {
this.sendCommand(new ZoomCommand(event.deltaY > 0 ? 1.3 : 1 / 1.3));
});
}
private positionFromEvent(event: MouseEvent): Vec2 {

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@ -1,7 +0,0 @@
import { Vec2 } from './vec2';
export interface Line {
a: Vec2;
b: Vec2;
normal: Vec2;
}

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@ -0,0 +1,21 @@
import { Typed } from '../transport/serializable';
import { Vec2 } from './vec2';
export class Rectangle extends Typed {
public constructor(
public topLeft: Vec2 = new Vec2(),
public size: Vec2 = new Vec2()
) {
super();
}
public isInside(position: Vec2): boolean {
const translated = position.subtract(this.topLeft);
return (
0 <= translated.x &&
translated.x < this.size.x &&
0 <= translated.y &&
translated.y < this.size.y
);
}
}

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@ -1,6 +1,7 @@
import { GameObject } from '../game-object';
import { DrawCommand } from '../../commands/types/draw';
import { MoveToCommand } from '../../commands/types/move-to';
import { ZoomCommand } from '../../commands/types/zoom';
import { BeforeDrawCommand } from '../../commands/types/before-draw';
export class Camera extends GameObject {
private inViewArea = 1920 * 1080;
@ -8,11 +9,12 @@ export class Camera extends GameObject {
constructor() {
super();
this.addCommandExecutor(DrawCommand, this.draw.bind(this));
this.addCommandExecutor(BeforeDrawCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
}
private draw(c: DrawCommand) {
private draw(c: BeforeDrawCommand) {
c.drawer.setCameraPosition(this.position);
this._boundingBoxSize = c.drawer.setInViewArea(this.inViewArea);
}
@ -20,4 +22,8 @@ export class Camera extends GameObject {
private moveTo(c: MoveToCommand) {
this._position = c.position;
}
private zoom(c: ZoomCommand) {
this.inViewArea *= c.factor;
}
}

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@ -0,0 +1,80 @@
import { GameObject } from '../game-object';
import { DrawCommand } from '../../commands/types/draw';
import { Vec2 } from '../../math/vec2';
import { last } from '../../helper/last';
export interface Line {
from: Vec2;
to: Vec2;
normal: Vec2;
isLineEnd: boolean;
}
export class Dungeon extends GameObject {
private lines: Array<Line> = [];
constructor() {
super();
this.addCommandExecutor(DrawCommand, this.draw.bind(this));
let previousHeight = 0;
let previousPoint = {
from: new Vec2(),
to: new Vec2(-10000, 0),
};
for (let i = 0; i < 5000; i += 50) {
const height = previousHeight + (Math.random() - 0.5) * 200;
previousHeight = height;
const current = {
from: previousPoint.to,
to: new Vec2(i, height),
normal: new Vec2(1.0),
isLineEnd: false,
};
this.lines.push(current);
previousPoint = current;
}
last(this.lines).to = last(this.lines).to.add(new Vec2(10000, 0));
last(this.lines).isLineEnd = true;
const delta = new Vec2(200, 400);
this.lines = [
...this.lines,
...this.lines.map(({ from, to, normal, isLineEnd }) => ({
normal: normal.scale(-1),
from: from.add(delta),
to: to.add(delta),
isLineEnd,
})),
];
this.calculateNormals();
}
private calculateNormals() {
this.lines.forEach((l) => {
const tangent = l.to.subtract(l.from);
l.normal = new Vec2(
-l.normal.x * tangent.y,
l.normal.x * tangent.x
).normalized;
});
}
private draw(c: DrawCommand) {
const linesToBeDrawn: Array<Line> = [];
for (let line of this.lines) {
if (c.drawer.isOnScreen(line.from) || c.drawer.isOnScreen(line.to)) {
linesToBeDrawn.push(line);
} else if (line.isLineEnd && last(linesToBeDrawn) != null) {
last(linesToBeDrawn).isLineEnd = true;
}
}
c.drawer.giveUniforms({ lines: linesToBeDrawn });
}
}

View file

@ -2,25 +2,25 @@
precision mediump float;
const float smoothing = 10.0;
const float inf = 1000000.0;
const float pi = 3.141592654;
#define SMOOTHING 10.0
#define INFINITY 10000.0;
#define LINE_COUNT 100
float interpolate(float from, float to, float quotient) {
float steppedQ = sin(quotient * pi - pi * 0.5) * 0.5 + 0.5;
return from + (to - from) * clamp(steppedQ, 0.0, 1.0);
return from + (to - from) * smoothstep(0.0, 1.0, quotient);
}
vec2 rotate90deg(in vec2 vector) {
return vec2(-vector.y, vector.x);
}
struct Line {
uniform struct Line {
vec2 from;
vec2 to;
vec2 normal;
bool isLineEnd;
}[16] lines;
}[LINE_COUNT] lines;
float lineDistance(in vec2 position, in Line line, out float h) {
vec2 pa = position - line.from, ba = line.to - line.from;
@ -31,85 +31,44 @@ float lineDistance(in vec2 position, in Line line, out float h) {
return length(delta) * side;
}
Line endDummyLineFromLine(Line line) {
return Line(line.to, line.to + rotate90deg(line.normal), line.normal, false);
}
float getDistance(in vec2 target) {
float minDistance = inf;
float positiveMinDistance = INFINITY;
float negativeMaxDistance = -INFINITY;
float leftJoinAcuteness = 0.0;
vec2 splitterLineNormalStart = vec2(-1.0, 0.0);
bool skipDistanceToPrevious = true;
for (int i = 0; i < lines.length(); i++) {
Line current = lines[i];
Line next;
if (current.isLineEnd || i + 1 == lines.length()) {
next = endDummyLineFromLine(current);
} else {
next = lines[i + 1];
}
vec2 splitterLineNormalEnd = rotate90deg(normalize(current.normal + next.normal));
for (int i = 0; i < LINE_COUNT - 1; i++) {
vec2 splitterLineNormalEnd = rotate90deg(normalize(lines[i].normal + lines[i + 1].normal));
float h;
float distanceToCurrent = lineDistance(target, current, h);
float rightJoinAcuteness = dot(next.to - current.from, next.normal - current.normal);
float distanceToCurrent = lineDistance(target, lines[i], h);
float rightJoinAcuteness = dot(lines[i + 1].to - lines[i].from, lines[i + 1].normal - lines[i].normal);
distanceToCurrent -= interpolate(
sign(leftJoinAcuteness) * smoothing,
sign(rightJoinAcuteness) * smoothing, h
sign(leftJoinAcuteness) * SMOOTHING,
sign(rightJoinAcuteness) * SMOOTHING, h
);
leftJoinAcuteness = rightJoinAcuteness;
if (
!(
dot(target - current.from, splitterLineNormalStart * -sign(dot(current.to - current.from, splitterLineNormalStart))) > 0.0
|| dot(target - current.to, splitterLineNormalEnd * sign(dot(current.from - current.to, splitterLineNormalEnd))) <= 0.0
) && abs(distanceToCurrent) < abs(minDistance)
dot(target - lines[i].from, splitterLineNormalStart * -sign(dot(lines[i].to - lines[i].from, splitterLineNormalStart))) > 0.0
|| dot(target - lines[i].to, splitterLineNormalEnd * sign(dot(lines[i].from - lines[i].to, splitterLineNormalEnd))) <= 0.0
)
) {
minDistance = distanceToCurrent;
float distanceToCurrentSign = sign(distanceToCurrent);
positiveMinDistance = min(positiveMinDistance, 1.0 / (0.5 + distanceToCurrentSign / 2.0) * distanceToCurrent);
negativeMaxDistance = max(negativeMaxDistance, -1.0 / (0.5 - distanceToCurrentSign / 2.0) * distanceToCurrent);
}
splitterLineNormalStart = splitterLineNormalEnd;
}
return minDistance;
}
void createWorld() {
lines[0] = Line(vec2(0.0, 300.0), vec2(550.0, 140.0), vec2(1.0), false);
lines[1] = Line(vec2(550.0, 140.0), vec2(750.0, 130.0), vec2(1.0), false);
lines[2] = Line(vec2(750.0, 130.0), vec2(650.0, 230.0), vec2(1.0), false);
lines[3] = Line(vec2(650.0, 230.0), vec2(850.0, 230.0), vec2(1.0), false);
lines[4] = Line(vec2(850.0, 230.0), vec2(800.0, 150.0), vec2(1.0), false);
lines[5] = Line(vec2(800.0, 150.0), vec2(1000.0, 120.0), vec2(1.0), false);
lines[6] = Line(vec2(1000.0, 120.0), vec2(1150, 120.0), vec2(1.0), false);
lines[7] = Line(vec2(1150, 120.0), vec2(10200, 350.0), vec2(1.0), true);
lines[8] = Line(vec2(0.0, 600.0), vec2(550.0, 440.0), vec2(-1.0), false);
lines[9] = Line(vec2(550.0, 440.0), vec2(750.0, 430.0), vec2(-1.0), false);
lines[10] = Line(vec2(750.0, 430.0), vec2(650.0, 530.0), vec2(-1.0), false);
lines[11] = Line(vec2(650.0, 530.0), vec2(850.0, 530.0), vec2(-1.0), false);
lines[12] = Line(vec2(850.0, 530.0), vec2(820.0, 450.0), vec2(-1.0), false);
lines[13] = Line(vec2(820.0, 450.0), vec2(1000.0, 420.0), vec2(-1.0), false);
lines[14] = Line(vec2(1000.0, 420.0), vec2(1150, 420.0), vec2(-1.0), false);
lines[15] = Line(vec2(1150, 420.0), vec2(10200, 650.0), vec2(-1.0), true);
for (int i = 0; i < lines.length(); i++) {
vec2 tangent = lines[i].to - lines[i].from;
lines[i].normal = normalize(
vec2(-lines[i].normal.x * tangent.y, lines[i].normal.x * tangent.x)
);
}
return positiveMinDistance < negativeMaxDistance ? positiveMinDistance : -negativeMaxDistance;
}
uniform mat3 transform;
out vec4 fragmentColor;
void main() {
createWorld();
vec3 projectiveXY = vec3(gl_FragCoord.xy, 1.0);
vec2 position = (projectiveXY * transform).xy;
//fragmentColor = getDistance(position) > 0.0 ? vec4(0.0, 0.0, 0.0, 0.0) : vec4(0.0, 0.0, 0.0, 1.0);
vec2 position = (vec3(gl_FragCoord.xy, 1.0) * transform).xy;
fragmentColor = vec4(vec3(1.0) * clamp(0.0, 1.0, getDistance(position)), 1.0);
}

View file

@ -72,16 +72,7 @@ module.exports = {
{
test: /\.(glsl)$/,
use: {
loader: 'webpack-glsl-minify',
options: {
output: 'object',
esModule: false,
stripVersion: false,
preserveDefines: false,
preserveUniforms: true,
preserveVariables: true,
disableMangle: false,
},
loader: 'raw-loader',
},
},
{