Add lighting shader
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e88b4589d2
commit
0cd383794c
11 changed files with 144 additions and 295 deletions
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@ -6,15 +6,17 @@ import { Rectangle } from '../math/rectangle';
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import { IntermediateFrameBuffer } from './graphics-library/intermediate-frame-buffer';
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import { FrameBuffer } from './graphics-library/frame-buffer';
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import { DefaultFrameBuffer } from './graphics-library/default-frame-buffer';
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import { translate } from 'gl-matrix/src/gl-matrix/mat2d';
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export class WebGl2Renderer implements Drawer {
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private gl: WebGL2RenderingContext;
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private stopwatch: WebGlStopwatch;
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private viewBox: Rectangle = new Rectangle();
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private nextFrameUniforms: any;
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private uniforms: any;
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private cursorPosition = vec2.create();
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private frameBuffers: Array<FrameBuffer> = [];
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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private lightingFrameBuffer: DefaultFrameBuffer;
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constructor(
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private canvas: HTMLCanvasElement,
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@ -26,20 +28,16 @@ export class WebGl2Renderer implements Drawer {
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throw new Error('WebGl2 is not supported');
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}
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this.frameBuffers.push(
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new IntermediateFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[0]),
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])
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);
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this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[0]),
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]);
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this.frameBuffers.push(
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new DefaultFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[1]),
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])
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);
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this.lightingFrameBuffer = new DefaultFrameBuffer(this.gl, [
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new FragmentShaderOnlyProgram(this.gl, shaderSources[1]),
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]);
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this.frameBuffers[0].renderScale = 1;
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this.frameBuffers[1].renderScale = 1;
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this.distanceFieldFrameBuffer.renderScale = 0.2;
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this.lightingFrameBuffer.renderScale = 1;
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try {
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this.stopwatch = new WebGlStopwatch(this.gl);
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@ -48,13 +46,54 @@ export class WebGl2Renderer implements Drawer {
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startFrame(): void {
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this.stopwatch?.start();
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this.nextFrameUniforms = {};
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this.frameBuffers.forEach((f) => f.setSize());
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this.uniforms = {};
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this.distanceFieldFrameBuffer.setSize();
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this.lightingFrameBuffer.setSize();
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}
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public finishFrame() {
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const resolution = vec2.fromValues(this.canvas.width, this.canvas.height);
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const distanceScreenToWorld = this.getScreenToWorldTransform(
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this.distanceFieldFrameBuffer.getSize()
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);
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const lightingScreenToWorld = this.getScreenToWorldTransform(
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this.lightingFrameBuffer.getSize()
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);
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const screenToWorld = this.getScreenToWorldTransform(resolution);
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const worldToDistanceUV = mat2d.scale(
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mat2d.create(),
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distanceScreenToWorld,
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this.distanceFieldFrameBuffer.getSize()
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);
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mat2d.invert(worldToDistanceUV, worldToDistanceUV);
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const cursorPosition = vec2.transformMat2d(
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vec2.create(),
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vec2.multiply(vec2.create(), this.cursorPosition, resolution),
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screenToWorld
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);
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this.giveUniforms({
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distanceScreenToWorld,
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lightingScreenToWorld,
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worldToDistanceUV,
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cursorPosition,
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});
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this.distanceFieldFrameBuffer.render(this.uniforms);
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this.lightingFrameBuffer.render(
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this.uniforms,
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this.distanceFieldFrameBuffer.texture
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);
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this.stopwatch?.stop();
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}
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private getScreenToWorldTransform(screenSize: vec2) {
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const transform = mat2d.fromTranslation(
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mat2d.create(),
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this.viewBox.topLeft
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@ -62,29 +101,11 @@ export class WebGl2Renderer implements Drawer {
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mat2d.scale(
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transform,
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transform,
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vec2.divide(
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vec2.create(),
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this.viewBox.size,
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this.frameBuffers[0].getSize()
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)
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vec2.divide(vec2.create(), this.viewBox.size, screenSize)
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);
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mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
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this.nextFrameUniforms.transform = transform;
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const transformUV = mat2d.fromScaling(
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mat2d.create(),
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vec2.divide(vec2.create(), vec2.fromValues(1, 1), resolution)
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);
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mat2d.translate(transformUV, transformUV, vec2.fromValues(0.5, 0.5));
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this.nextFrameUniforms.transformUV = transformUV;
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this.frameBuffers[0].render(this.nextFrameUniforms);
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this.frameBuffers[1].render(
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this.nextFrameUniforms,
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(this.frameBuffers[0] as IntermediateFrameBuffer).texture
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);
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this.stopwatch?.stop();
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return transform;
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}
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public setCameraPosition(position: vec2) {
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@ -96,7 +117,7 @@ export class WebGl2Renderer implements Drawer {
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}
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public giveUniforms(uniforms: any): void {
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this.nextFrameUniforms = { ...this.nextFrameUniforms, ...uniforms };
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this.uniforms = { ...this.uniforms, ...uniforms };
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}
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public setInViewArea(size: number): vec2 {
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