Add lighting shader

This commit is contained in:
schmelczerandras 2020-07-22 22:47:26 +02:00
parent e88b4589d2
commit 0cd383794c
11 changed files with 144 additions and 295 deletions

View file

@ -0,0 +1,8 @@
import { Command } from '../command';
import { vec2 } from 'gl-matrix';
export class CursorMoveCommand extends Command {
public constructor(public readonly position?: vec2) {
super();
}
}

View file

@ -6,15 +6,17 @@ import { Rectangle } from '../math/rectangle';
import { IntermediateFrameBuffer } from './graphics-library/intermediate-frame-buffer';
import { FrameBuffer } from './graphics-library/frame-buffer';
import { DefaultFrameBuffer } from './graphics-library/default-frame-buffer';
import { translate } from 'gl-matrix/src/gl-matrix/mat2d';
export class WebGl2Renderer implements Drawer {
private gl: WebGL2RenderingContext;
private stopwatch: WebGlStopwatch;
private viewBox: Rectangle = new Rectangle();
private nextFrameUniforms: any;
private uniforms: any;
private cursorPosition = vec2.create();
private frameBuffers: Array<FrameBuffer> = [];
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private lightingFrameBuffer: DefaultFrameBuffer;
constructor(
private canvas: HTMLCanvasElement,
@ -26,20 +28,16 @@ export class WebGl2Renderer implements Drawer {
throw new Error('WebGl2 is not supported');
}
this.frameBuffers.push(
new IntermediateFrameBuffer(this.gl, [
new FragmentShaderOnlyProgram(this.gl, shaderSources[0]),
])
);
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl, [
new FragmentShaderOnlyProgram(this.gl, shaderSources[0]),
]);
this.frameBuffers.push(
new DefaultFrameBuffer(this.gl, [
new FragmentShaderOnlyProgram(this.gl, shaderSources[1]),
])
);
this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl, [
new FragmentShaderOnlyProgram(this.gl, shaderSources[1]),
]);
this.frameBuffers[0].renderScale = 1;
this.frameBuffers[1].renderScale = 1;
this.distanceFieldFrameBuffer.renderScale = 0.2;
this.lightingFrameBuffer.renderScale = 1;
try {
this.stopwatch = new WebGlStopwatch(this.gl);
@ -48,13 +46,54 @@ export class WebGl2Renderer implements Drawer {
startFrame(): void {
this.stopwatch?.start();
this.nextFrameUniforms = {};
this.frameBuffers.forEach((f) => f.setSize());
this.uniforms = {};
this.distanceFieldFrameBuffer.setSize();
this.lightingFrameBuffer.setSize();
}
public finishFrame() {
const resolution = vec2.fromValues(this.canvas.width, this.canvas.height);
const distanceScreenToWorld = this.getScreenToWorldTransform(
this.distanceFieldFrameBuffer.getSize()
);
const lightingScreenToWorld = this.getScreenToWorldTransform(
this.lightingFrameBuffer.getSize()
);
const screenToWorld = this.getScreenToWorldTransform(resolution);
const worldToDistanceUV = mat2d.scale(
mat2d.create(),
distanceScreenToWorld,
this.distanceFieldFrameBuffer.getSize()
);
mat2d.invert(worldToDistanceUV, worldToDistanceUV);
const cursorPosition = vec2.transformMat2d(
vec2.create(),
vec2.multiply(vec2.create(), this.cursorPosition, resolution),
screenToWorld
);
this.giveUniforms({
distanceScreenToWorld,
lightingScreenToWorld,
worldToDistanceUV,
cursorPosition,
});
this.distanceFieldFrameBuffer.render(this.uniforms);
this.lightingFrameBuffer.render(
this.uniforms,
this.distanceFieldFrameBuffer.texture
);
this.stopwatch?.stop();
}
private getScreenToWorldTransform(screenSize: vec2) {
const transform = mat2d.fromTranslation(
mat2d.create(),
this.viewBox.topLeft
@ -62,29 +101,11 @@ export class WebGl2Renderer implements Drawer {
mat2d.scale(
transform,
transform,
vec2.divide(
vec2.create(),
this.viewBox.size,
this.frameBuffers[0].getSize()
)
vec2.divide(vec2.create(), this.viewBox.size, screenSize)
);
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
this.nextFrameUniforms.transform = transform;
const transformUV = mat2d.fromScaling(
mat2d.create(),
vec2.divide(vec2.create(), vec2.fromValues(1, 1), resolution)
);
mat2d.translate(transformUV, transformUV, vec2.fromValues(0.5, 0.5));
this.nextFrameUniforms.transformUV = transformUV;
this.frameBuffers[0].render(this.nextFrameUniforms);
this.frameBuffers[1].render(
this.nextFrameUniforms,
(this.frameBuffers[0] as IntermediateFrameBuffer).texture
);
this.stopwatch?.stop();
return transform;
}
public setCameraPosition(position: vec2) {
@ -96,7 +117,7 @@ export class WebGl2Renderer implements Drawer {
}
public giveUniforms(uniforms: any): void {
this.nextFrameUniforms = { ...this.nextFrameUniforms, ...uniforms };
this.uniforms = { ...this.uniforms, ...uniforms };
}
public setInViewArea(size: number): vec2 {

View file

@ -12,8 +12,8 @@ import { InfoText } from './objects/types/info-text';
import { timeIt } from './helper/timing';
import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
import lightsShader from '../shaders/rainbow-shading-fs.glsl';
//import lightsShader from '../shaders/lights-shading-fs.glsl';
// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
import lightsShader from '../shaders/lights-shading-fs.glsl';
import { Dungeon } from './objects/types/dungeon';
import { BeforeDrawCommand } from './commands/types/before-draw';

View file

@ -5,6 +5,7 @@ import { SwipeCommand } from '../commands/types/swipe';
import { ZoomCommand } from '../commands/types/zoom';
import { vec2 } from 'gl-matrix';
import { clamp01 } from '../helper/clamp';
import { CursorMoveCommand } from '../commands/types/cursor-move-command';
export class MouseListener extends CommandGenerator {
private previousPosition = vec2.create();
@ -25,8 +26,9 @@ export class MouseListener extends CommandGenerator {
});
target.addEventListener('mousemove', (event: MouseEvent) => {
const position = this.positionFromEvent(event);
if (this.isMouseDown) {
const position = this.positionFromEvent(event);
this.sendCommand(
new SwipeCommand(
vec2.subtract(vec2.create(), this.previousPosition, position)
@ -34,6 +36,8 @@ export class MouseListener extends CommandGenerator {
);
this.previousPosition = position;
}
this.sendCommand(new CursorMoveCommand(position));
});
target.addEventListener('mouseup', (event: MouseEvent) => {

View file

@ -4,6 +4,7 @@ import { ZoomCommand } from '../../commands/types/zoom';
import { BeforeDrawCommand } from '../../commands/types/before-draw';
import { PrimaryActionCommand } from '../../commands/types/primary-action';
import { vec2 } from 'gl-matrix';
import { CursorMoveCommand } from '../../commands/types/cursor-move-command';
export class Camera extends GameObject {
private inViewArea = 1920 * 1080;
@ -14,11 +15,11 @@ export class Camera extends GameObject {
this.addCommandExecutor(BeforeDrawCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
this.addCommandExecutor(
PrimaryActionCommand,
CursorMoveCommand,
this.setCursorPosition.bind(this)
);
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
}
private draw(c: BeforeDrawCommand) {
@ -35,7 +36,7 @@ export class Camera extends GameObject {
this.inViewArea *= c.factor;
}
private setCursorPosition(c: PrimaryActionCommand) {
private setCursorPosition(c: CursorMoveCommand) {
this.cursorPosition = c.position;
}
}

View file

@ -20,10 +20,10 @@ export class Dungeon extends GameObject {
let previousRadius = 0;
let previousEnd = vec2.create();
for (let i = 0; i < 5000; i += 50) {
const height = previousEnd.y + (Math.random() - 0.5) * 200;
for (let i = 0; i < 500000; i += 500) {
const height = previousEnd.y + (Math.random() - 0.5) * 2000;
const currentEnd = vec2.fromValues(i, height);
const currentToRadius = Math.random() * 10 + 30;
const currentToRadius = Math.random() * 10 + 300;
this.lines.push({
start: previousEnd,